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| //----------------------------------------------------------------------------- | |
| // Copyright (c) 2012 GarageGames, LLC | |
| // | |
| // Permission is hereby granted, free of charge, to any person obtaining a copy | |
| // of this software and associated documentation files (the "Software"), to | |
| // deal in the Software without restriction, including without limitation the | |
| // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or | |
| // sell copies of the Software, and to permit persons to whom the Software is | |
| // furnished to do so, subject to the following conditions: | |
| // | |
| // The above copyright notice and this permission notice shall be included in | |
| // all copies or substantial portions of the Software. | |
| // | |
| // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR | |
| // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, | |
| // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE | |
| // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER | |
| // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING | |
| // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS | |
| // IN THE SOFTWARE. | |
| //----------------------------------------------------------------------------- | |
| #include "platform/platform.h" | |
| #include "T3D/player.h" | |
| #include "platform/profiler.h" | |
| #include "math/mMath.h" | |
| #include "math/mathIO.h" | |
| #include "core/resourceManager.h" | |
| #include "core/stringTable.h" | |
| #include "core/volume.h" | |
| #include "core/stream/bitStream.h" | |
| #include "console/consoleTypes.h" | |
| #include "console/engineAPI.h" | |
| #include "collision/extrudedPolyList.h" | |
| #include "collision/clippedPolyList.h" | |
| #include "collision/earlyOutPolyList.h" | |
| #include "ts/tsShapeInstance.h" | |
| #include "sfx/sfxSystem.h" | |
| #include "sfx/sfxTrack.h" | |
| #include "sfx/sfxSource.h" | |
| #include "sfx/sfxTypes.h" | |
| #include "scene/sceneManager.h" | |
| #include "scene/sceneRenderState.h" | |
| #include "T3D/gameBase/gameConnection.h" | |
| #include "T3D/trigger.h" | |
| #include "T3D/physicalZone.h" | |
| #include "T3D/item.h" | |
| #include "T3D/missionArea.h" | |
| #include "T3D/fx/particleEmitter.h" | |
| #include "T3D/fx/cameraFXMgr.h" | |
| #include "T3D/fx/splash.h" | |
| #include "T3D/tsStatic.h" | |
| #include "T3D/physics/physicsPlugin.h" | |
| #include "T3D/physics/physicsPlayer.h" | |
| #include "T3D/decal/decalManager.h" | |
| #include "T3D/decal/decalData.h" | |
| #include "materials/baseMatInstance.h" | |
| #ifdef TORQUE_EXTENDED_MOVE | |
| #include "T3D/gameBase/extended/extendedMove.h" | |
| #endif | |
| // Amount of time if takes to transition to a new action sequence. | |
| static F32 sAnimationTransitionTime = 0.25f; | |
| static bool sUseAnimationTransitions = true; | |
| static F32 sLandReverseScale = 0.25f; | |
| static F32 sSlowStandThreshSquared = 1.69f; | |
| static S32 sRenderMyPlayer = true; | |
| static S32 sRenderMyItems = true; | |
| static bool sRenderPlayerCollision = false; | |
| // Chooses new action animations every n ticks. | |
| static const F32 sNewAnimationTickTime = 4.0f; | |
| static const F32 sMountPendingTickWait = 13.0f * F32(TickMs); | |
| // Number of ticks before we pick non-contact animations | |
| static const S32 sContactTickTime = 10; | |
| // Movement constants | |
| static F32 sVerticalStepDot = 0.173f; // 80 | |
| static F32 sMinFaceDistance = 0.01f; | |
| static F32 sTractionDistance = 0.04f; | |
| static F32 sNormalElasticity = 0.01f; | |
| static U32 sMoveRetryCount = 5; | |
| static F32 sMaxImpulseVelocity = 200.0f; | |
| // Move triggers | |
| static S32 sJumpTrigger = 2; | |
| static S32 sCrouchTrigger = 3; | |
| static S32 sProneTrigger = 4; | |
| static S32 sSprintTrigger = 5; | |
| static S32 sImageTrigger0 = 0; | |
| static S32 sImageTrigger1 = 1; | |
| static S32 sJumpJetTrigger = 1; | |
| static S32 sVehicleDismountTrigger = 2; | |
| // Client prediction | |
| static F32 sMinWarpTicks = 0.5f; // Fraction of tick at which instant warp occurs | |
| static S32 sMaxWarpTicks = 3; // Max warp duration in ticks | |
| static S32 sMaxPredictionTicks = 30; // Number of ticks to predict | |
| S32 Player::smExtendedMoveHeadPosRotIndex = 0; // The ExtendedMove position/rotation index used for head movements | |
| // Anchor point compression | |
| const F32 sAnchorMaxDistance = 32.0f; | |
| // | |
| static U32 sCollisionMoveMask = TerrainObjectType | | |
| WaterObjectType | | |
| PlayerObjectType | | |
| StaticShapeObjectType | | |
| VehicleObjectType | | |
| PhysicalZoneObjectType; | |
| static U32 sServerCollisionContactMask = sCollisionMoveMask | | |
| ItemObjectType | | |
| TriggerObjectType | | |
| CorpseObjectType; | |
| static U32 sClientCollisionContactMask = sCollisionMoveMask | | |
| TriggerObjectType; | |
| enum PlayerConstants { | |
| JumpSkipContactsMax = 8 | |
| }; | |
| //---------------------------------------------------------------------------- | |
| // Player shape animation sequences: | |
| // look Used to control the upper body arm motion. Must animate | |
| // vertically +-80 deg. | |
| Player::Range Player::mArmRange(mDegToRad(-80.0f),mDegToRad(+80.0f)); | |
| // head Used to control the direction the head is looking. Must | |
| // animated vertically +-80 deg . | |
| Player::Range Player::mHeadVRange(mDegToRad(-80.0f),mDegToRad(+80.0f)); | |
| // Action Animations: | |
| PlayerData::ActionAnimationDef PlayerData::ActionAnimationList[NumTableActionAnims] = | |
| { | |
| // *** WARNING *** | |
| // This array is indexed using the enum values defined in player.h | |
| // Root is the default animation | |
| { "root" }, // RootAnim, | |
| // These are selected in the move state based on velocity | |
| { "run", { 0.0f, 1.0f, 0.0f } }, // RunForwardAnim, | |
| { "back", { 0.0f,-1.0f, 0.0f } }, // BackBackwardAnim | |
| { "side", {-1.0f, 0.0f, 0.0f } }, // SideLeftAnim, | |
| { "side_right", { 1.0f, 0.0f, 0.0f } }, // SideRightAnim, | |
| { "sprint_root" }, | |
| { "sprint_forward", { 0.0f, 1.0f, 0.0f } }, | |
| { "sprint_backward", { 0.0f,-1.0f, 0.0f } }, | |
| { "sprint_side", {-1.0f, 0.0f, 0.0f } }, | |
| { "sprint_right", { 1.0f, 0.0f, 0.0f } }, | |
| { "crouch_root" }, | |
| { "crouch_forward", { 0.0f, 1.0f, 0.0f } }, | |
| { "crouch_backward", { 0.0f,-1.0f, 0.0f } }, | |
| { "crouch_side", {-1.0f, 0.0f, 0.0f } }, | |
| { "crouch_right", { 1.0f, 0.0f, 0.0f } }, | |
| { "prone_root" }, | |
| { "prone_forward", { 0.0f, 1.0f, 0.0f } }, | |
| { "prone_backward", { 0.0f,-1.0f, 0.0f } }, | |
| { "swim_root" }, | |
| { "swim_forward", { 0.0f, 1.0f, 0.0f } }, | |
| { "swim_backward", { 0.0f,-1.0f, 0.0f } }, | |
| { "swim_left", {-1.0f, 0.0f, 0.0f } }, | |
| { "swim_right", { 1.0f, 0.0f, 0.0f } }, | |
| // These are set explicitly based on player actions | |
| { "fall" }, // FallAnim | |
| { "jump" }, // JumpAnim | |
| { "standjump" }, // StandJumpAnim | |
| { "land" }, // LandAnim | |
| { "jet" }, // JetAnim | |
| }; | |
| //---------------------------------------------------------------------------- | |
| //---------------------------------------------------------------------------- | |
| //---------------------------------------------------------------------------- | |
| IMPLEMENT_CO_DATABLOCK_V1(PlayerData); | |
| ConsoleDocClass( PlayerData, | |
| "@brief Defines properties for a Player object.\n\n" | |
| "@see Player\n" | |
| "@ingroup gameObjects\n" | |
| ); | |
| IMPLEMENT_CALLBACK( PlayerData, onPoseChange, void, ( Player* obj, const char* oldPose, const char* newPose ), ( obj, oldPose, newPose ), | |
| "@brief Called when the player changes poses.\n\n" | |
| "@param obj The Player object\n" | |
| "@param oldPose The pose the player is switching from.\n" | |
| "@param newPose The pose the player is switching to.\n"); | |
| IMPLEMENT_CALLBACK( PlayerData, onStartSwim, void, ( Player* obj ), ( obj ), | |
| "@brief Called when the player starts swimming.\n\n" | |
| "@param obj The Player object\n" ); | |
| IMPLEMENT_CALLBACK( PlayerData, onStopSwim, void, ( Player* obj ), ( obj ), | |
| "@brief Called when the player stops swimming.\n\n" | |
| "@param obj The Player object\n" ); | |
| IMPLEMENT_CALLBACK( PlayerData, onStartSprintMotion, void, ( Player* obj ), ( obj ), | |
| "@brief Called when the player starts moving while in a Sprint pose.\n\n" | |
| "@param obj The Player object\n" ); | |
| IMPLEMENT_CALLBACK( PlayerData, onStopSprintMotion, void, ( Player* obj ), ( obj ), | |
| "@brief Called when the player stops moving while in a Sprint pose.\n\n" | |
| "@param obj The Player object\n" ); | |
| IMPLEMENT_CALLBACK( PlayerData, doDismount, void, ( Player* obj ), ( obj ), | |
| "@brief Called when attempting to dismount the player from a vehicle.\n\n" | |
| "It is up to the doDismount() method to actually perform the dismount. Often " | |
| "there are some conditions that prevent this, such as the vehicle moving too fast.\n" | |
| "@param obj The Player object\n" ); | |
| IMPLEMENT_CALLBACK( PlayerData, onEnterLiquid, void, ( Player* obj, F32 coverage, const char* type ), ( obj, coverage, type ), | |
| "@brief Called when the player enters a liquid.\n\n" | |
| "@param obj The Player object\n" | |
| "@param coverage Percentage of the player's bounding box covered by the liquid\n" | |
| "@param type The type of liquid the player has entered\n" ); | |
| IMPLEMENT_CALLBACK( PlayerData, onLeaveLiquid, void, ( Player* obj, const char* type ), ( obj, type ), | |
| "@brief Called when the player leaves a liquid.\n\n" | |
| "@param obj The Player object\n" | |
| "@param type The type of liquid the player has left\n" ); | |
| IMPLEMENT_CALLBACK( PlayerData, animationDone, void, ( Player* obj ), ( obj ), | |
| "@brief Called on the server when a scripted animation completes.\n\n" | |
| "@param obj The Player object\n" | |
| "@see Player::setActionThread() for setting a scripted animation and its 'hold' parameter to " | |
| "determine if this callback is used.\n" ); | |
| IMPLEMENT_CALLBACK( PlayerData, onEnterMissionArea, void, ( Player* obj ), ( obj ), | |
| "@brief Called when the player enters the mission area.\n\n" | |
| "@param obj The Player object\n" | |
| "@see MissionArea\n" ); | |
| IMPLEMENT_CALLBACK( PlayerData, onLeaveMissionArea, void, ( Player* obj ), ( obj ), | |
| "@brief Called when the player leaves the mission area.\n" | |
| "@param obj The Player object\n" | |
| "@see MissionArea\n" ); | |
| PlayerData::PlayerData() | |
| { | |
| shadowEnable = true; | |
| shadowSize = 256; | |
| shadowProjectionDistance = 14.0f; | |
| renderFirstPerson = true; | |
| firstPersonShadows = false; | |
| // Used for third person image rendering | |
| imageAnimPrefix = StringTable->insert(""); | |
| allowImageStateAnimation = false; | |
| // Used for first person image rendering | |
| imageAnimPrefixFP = StringTable->insert(""); | |
| for (U32 i=0; i<ShapeBase::MaxMountedImages; ++i) | |
| { | |
| shapeNameFP[i] = StringTable->insert(""); | |
| mCRCFP[i] = 0; | |
| mValidShapeFP[i] = false; | |
| } | |
| pickupRadius = 0.0f; | |
| minLookAngle = -1.4f; | |
| maxLookAngle = 1.4f; | |
| maxFreelookAngle = 3.0f; | |
| maxTimeScale = 1.5f; | |
| mass = 9.0f; // from ShapeBase | |
| maxEnergy = 60.0f; // from ShapeBase | |
| drag = 0.3f; // from ShapeBase | |
| density = 1.1f; // from ShapeBase | |
| maxStepHeight = 1.0f; | |
| runSurfaceAngle = 80.0f; | |
| fallingSpeedThreshold = -10.0f; | |
| recoverDelay = 30; | |
| recoverRunForceScale = 1.0f; | |
| landSequenceTime = 0.0f; | |
| transitionToLand = false; | |
| // Running/Walking | |
| runForce = 40.0f * 9.0f; | |
| runEnergyDrain = 0.0f; | |
| minRunEnergy = 0.0f; | |
| maxForwardSpeed = 10.0f; | |
| maxBackwardSpeed = 10.0f; | |
| maxSideSpeed = 10.0f; | |
| // Jumping | |
| jumpForce = 75.0f; | |
| jumpEnergyDrain = 0.0f; | |
| minJumpEnergy = 0.0f; | |
| jumpSurfaceAngle = 78.0f; | |
| jumpDelay = 30; | |
| minJumpSpeed = 500.0f; | |
| maxJumpSpeed = 2.0f * minJumpSpeed; | |
| // Sprinting | |
| sprintForce = 50.0f * 9.0f; | |
| sprintEnergyDrain = 0.0f; | |
| minSprintEnergy = 0.0f; | |
| maxSprintForwardSpeed = 15.0f; | |
| maxSprintBackwardSpeed = 10.0f; | |
| maxSprintSideSpeed = 10.0f; | |
| sprintStrafeScale = 1.0f; | |
| sprintYawScale = 1.0f; | |
| sprintPitchScale = 1.0f; | |
| sprintCanJump = true; | |
| // Swimming | |
| swimForce = 55.0f * 9.0f; | |
| maxUnderwaterForwardSpeed = 6.0f; | |
| maxUnderwaterBackwardSpeed = 6.0f; | |
| maxUnderwaterSideSpeed = 6.0f; | |
| // Crouching | |
| crouchForce = 45.0f * 9.0f; | |
| maxCrouchForwardSpeed = 4.0f; | |
| maxCrouchBackwardSpeed = 4.0f; | |
| maxCrouchSideSpeed = 4.0f; | |
| // Prone | |
| proneForce = 45.0f * 9.0f; | |
| maxProneForwardSpeed = 2.0f; | |
| maxProneBackwardSpeed = 2.0f; | |
| maxProneSideSpeed = 0.0f; | |
| // Jetting | |
| jetJumpForce = 0; | |
| jetJumpEnergyDrain = 0; | |
| jetMinJumpEnergy = 0; | |
| jetJumpSurfaceAngle = 78; | |
| jetMinJumpSpeed = 20; | |
| jetMaxJumpSpeed = 100; | |
| horizMaxSpeed = 80.0f; | |
| horizResistSpeed = 38.0f; | |
| horizResistFactor = 1.0f; | |
| upMaxSpeed = 80.0f; | |
| upResistSpeed = 38.0f; | |
| upResistFactor = 1.0f; | |
| minImpactSpeed = 25.0f; | |
| minLateralImpactSpeed = 25.0f; | |
| decalData = NULL; | |
| decalID = 0; | |
| decalOffset = 0.0f; | |
| lookAction = 0; | |
| // size of bounding box | |
| boxSize.set(1.0f, 1.0f, 2.3f); | |
| crouchBoxSize.set(1.0f, 1.0f, 2.0f); | |
| proneBoxSize.set(1.0f, 2.3f, 1.0f); | |
| swimBoxSize.set(1.0f, 2.3f, 1.0f); | |
| // location of head, torso, legs | |
| boxHeadPercentage = 0.85f; | |
| boxTorsoPercentage = 0.55f; | |
| // damage locations | |
| boxHeadLeftPercentage = 0; | |
| boxHeadRightPercentage = 1; | |
| boxHeadBackPercentage = 0; | |
| boxHeadFrontPercentage = 1; | |
| for (S32 i = 0; i < MaxSounds; i++) | |
| sound[i] = NULL; | |
| footPuffEmitter = NULL; | |
| footPuffID = 0; | |
| footPuffNumParts = 15; | |
| footPuffRadius = .25f; | |
| dustEmitter = NULL; | |
| dustID = 0; | |
| splash = NULL; | |
| splashId = 0; | |
| splashVelocity = 1.0f; | |
| splashAngle = 45.0f; | |
| splashFreqMod = 300.0f; | |
| splashVelEpsilon = 0.25f; | |
| bubbleEmitTime = 0.4f; | |
| medSplashSoundVel = 2.0f; | |
| hardSplashSoundVel = 3.0f; | |
| exitSplashSoundVel = 2.0f; | |
| footSplashHeight = 0.1f; | |
| dMemset( splashEmitterList, 0, sizeof( splashEmitterList ) ); | |
| dMemset( splashEmitterIDList, 0, sizeof( splashEmitterIDList ) ); | |
| groundImpactMinSpeed = 10.0f; | |
| groundImpactShakeFreq.set( 10.0f, 10.0f, 10.0f ); | |
| groundImpactShakeAmp.set( 20.0f, 20.0f, 20.0f ); | |
| groundImpactShakeDuration = 1.0f; | |
| groundImpactShakeFalloff = 10.0f; | |
| // Air control | |
| airControl = 0.0f; | |
| jumpTowardsNormal = true; | |
| physicsPlayerType = StringTable->insert(""); | |
| dMemset( actionList, 0, sizeof(actionList) ); | |
| } | |
| bool PlayerData::preload(bool server, String &errorStr) | |
| { | |
| if(!Parent::preload(server, errorStr)) | |
| return false; | |
| // Resolve objects transmitted from server | |
| if( !server ) | |
| { | |
| for( U32 i = 0; i < MaxSounds; ++ i ) | |
| { | |
| String errorStr; | |
| if( !sfxResolve( &sound[ i ], errorStr ) ) | |
| Con::errorf( "PlayerData::preload: %s", errorStr.c_str() ); | |
| } | |
| } | |
| // | |
| runSurfaceCos = mCos(mDegToRad(runSurfaceAngle)); | |
| jumpSurfaceCos = mCos(mDegToRad(jumpSurfaceAngle)); | |
| if (minJumpEnergy < jumpEnergyDrain) | |
| minJumpEnergy = jumpEnergyDrain; | |
| // Jetting | |
| if (jetMinJumpEnergy < jetJumpEnergyDrain) | |
| jetMinJumpEnergy = jetJumpEnergyDrain; | |
| // Validate some of the data | |
| if (fallingSpeedThreshold > 0.0f) | |
| Con::printf("PlayerData:: Falling speed threshold should be downwards (negative)"); | |
| if (recoverDelay > (1 << RecoverDelayBits) - 1) { | |
| recoverDelay = (1 << RecoverDelayBits) - 1; | |
| Con::printf("PlayerData:: Recover delay exceeds range (0-%d)",recoverDelay); | |
| } | |
| if (jumpDelay > (1 << JumpDelayBits) - 1) { | |
| jumpDelay = (1 << JumpDelayBits) - 1; | |
| Con::printf("PlayerData:: Jump delay exceeds range (0-%d)",jumpDelay); | |
| } | |
| // If we don't have a shape don't crash out trying to | |
| // setup animations and sequences. | |
| if ( mShape ) | |
| { | |
| // Go ahead a pre-load the player shape | |
| TSShapeInstance* si = new TSShapeInstance(mShape, false); | |
| TSThread* thread = si->addThread(); | |
| // Extract ground transform velocity from animations | |
| // Get the named ones first so they can be indexed directly. | |
| ActionAnimation *dp = &actionList[0]; | |
| for (int i = 0; i < NumTableActionAnims; i++,dp++) | |
| { | |
| ActionAnimationDef *sp = &ActionAnimationList[i]; | |
| dp->name = sp->name; | |
| dp->dir.set(sp->dir.x,sp->dir.y,sp->dir.z); | |
| dp->sequence = mShape->findSequence(sp->name); | |
| // If this is a sprint action and is missing a sequence, attempt to use | |
| // the standard run ones. | |
| if(dp->sequence == -1 && i >= SprintRootAnim && i <= SprintRightAnim) | |
| { | |
| S32 offset = i-SprintRootAnim; | |
| ActionAnimationDef *standDef = &ActionAnimationList[RootAnim+offset]; | |
| dp->sequence = mShape->findSequence(standDef->name); | |
| } | |
| dp->velocityScale = true; | |
| dp->death = false; | |
| if (dp->sequence != -1) | |
| getGroundInfo(si,thread,dp); | |
| // No real reason to spam the console about a missing jet animation | |
| if (dStricmp(sp->name, "jet") != 0) | |
| AssertWarn(dp->sequence != -1, avar("PlayerData::preload - Unable to find named animation sequence '%s'!", sp->name)); | |
| } | |
| for (int b = 0; b < mShape->sequences.size(); b++) | |
| { | |
| if (!isTableSequence(b)) | |
| { | |
| dp->sequence = b; | |
| dp->name = mShape->getName(mShape->sequences[b].nameIndex); | |
| dp->velocityScale = false; | |
| getGroundInfo(si,thread,dp++); | |
| } | |
| } | |
| actionCount = dp - actionList; | |
| AssertFatal(actionCount <= NumActionAnims, "Too many action animations!"); | |
| delete si; | |
| // Resolve lookAction index | |
| dp = &actionList[0]; | |
| String lookName("look"); | |
| for (int c = 0; c < actionCount; c++,dp++) | |
| if( dStricmp( dp->name, lookName ) == 0 ) | |
| lookAction = c; | |
| // Resolve spine | |
| spineNode[0] = mShape->findNode("Bip01 Pelvis"); | |
| spineNode[1] = mShape->findNode("Bip01 Spine"); | |
| spineNode[2] = mShape->findNode("Bip01 Spine1"); | |
| spineNode[3] = mShape->findNode("Bip01 Spine2"); | |
| spineNode[4] = mShape->findNode("Bip01 Neck"); | |
| spineNode[5] = mShape->findNode("Bip01 Head"); | |
| // Recoil animations | |
| recoilSequence[0] = mShape->findSequence("light_recoil"); | |
| recoilSequence[1] = mShape->findSequence("medium_recoil"); | |
| recoilSequence[2] = mShape->findSequence("heavy_recoil"); | |
| } | |
| // Convert pickupRadius to a delta of boundingBox | |
| // | |
| // NOTE: it is not really correct to precalculate a pickupRadius based | |
| // on boxSize since the actual player's bounds can vary by "pose". | |
| // | |
| F32 dr = (boxSize.x > boxSize.y)? boxSize.x: boxSize.y; | |
| if (pickupRadius < dr) | |
| pickupRadius = dr; | |
| else | |
| if (pickupRadius > 2.0f * dr) | |
| pickupRadius = 2.0f * dr; | |
| pickupDelta = (S32)(pickupRadius - dr); | |
| // Validate jump speed | |
| if (maxJumpSpeed <= minJumpSpeed) | |
| maxJumpSpeed = minJumpSpeed + 0.1f; | |
| // Load up all the emitters | |
| if (!footPuffEmitter && footPuffID != 0) | |
| if (!Sim::findObject(footPuffID, footPuffEmitter)) | |
| Con::errorf(ConsoleLogEntry::General, "PlayerData::preload - Invalid packet, bad datablockId(footPuffEmitter): 0x%x", footPuffID); | |
| if (!decalData && decalID != 0 ) | |
| if (!Sim::findObject(decalID, decalData)) | |
| Con::errorf(ConsoleLogEntry::General, "PlayerData::preload Invalid packet, bad datablockId(decalData): 0x%x", decalID); | |
| if (!dustEmitter && dustID != 0 ) | |
| if (!Sim::findObject(dustID, dustEmitter)) | |
| Con::errorf(ConsoleLogEntry::General, "PlayerData::preload - Invalid packet, bad datablockId(dustEmitter): 0x%x", dustID); | |
| for (int i=0; i<NUM_SPLASH_EMITTERS; i++) | |
| if( !splashEmitterList[i] && splashEmitterIDList[i] != 0 ) | |
| if( Sim::findObject( splashEmitterIDList[i], splashEmitterList[i] ) == false) | |
| Con::errorf(ConsoleLogEntry::General, "PlayerData::onAdd - Invalid packet, bad datablockId(particle emitter): 0x%x", splashEmitterIDList[i]); | |
| // First person mounted image shapes. | |
| for (U32 i=0; i<ShapeBase::MaxMountedImages; ++i) | |
| { | |
| bool shapeError = false; | |
| if (shapeNameFP[i] && shapeNameFP[i][0]) | |
| { | |
| mShapeFP[i] = ResourceManager::get().load(shapeNameFP[i]); | |
| if (bool(mShapeFP[i]) == false) | |
| { | |
| errorStr = String::ToString("PlayerData: Couldn't load mounted image %d shape \"%s\"",i,shapeNameFP[i]); | |
| return false; | |
| } | |
| if(!server && !mShapeFP[i]->preloadMaterialList(mShapeFP[i].getPath()) && NetConnection::filesWereDownloaded()) | |
| shapeError = true; | |
| if(computeCRC) | |
| { | |
| Con::printf("Validation required for mounted image %d shape: %s", i, shapeNameFP[i]); | |
| Torque::FS::FileNodeRef fileRef = Torque::FS::GetFileNode(mShapeFP[i].getPath()); | |
| if (!fileRef) | |
| return false; | |
| if(server) | |
| mCRCFP[i] = fileRef->getChecksum(); | |
| else if(mCRCFP[i] != fileRef->getChecksum()) | |
| { | |
| errorStr = String::ToString("PlayerData: Mounted image %d shape \"%s\" does not match version on server.",i,shapeNameFP[i]); | |
| return false; | |
| } | |
| } | |
| mValidShapeFP[i] = true; | |
| } | |
| } | |
| return true; | |
| } | |
| void PlayerData::getGroundInfo(TSShapeInstance* si, TSThread* thread,ActionAnimation *dp) | |
| { | |
| dp->death = !dStrnicmp(dp->name, "death", 5); | |
| if (dp->death) | |
| { | |
| // Death animations use roll frame-to-frame changes in ground transform into position | |
| dp->speed = 0.0f; | |
| dp->dir.set(0.0f, 0.0f, 0.0f); | |
| // Death animations MUST define ground transforms, so add dummy ones if required | |
| if (si->getShape()->sequences[dp->sequence].numGroundFrames == 0) | |
| si->getShape()->setSequenceGroundSpeed(dp->name, Point3F(0, 0, 0), Point3F(0, 0, 0)); | |
| } | |
| else | |
| { | |
| VectorF save = dp->dir; | |
| si->setSequence(thread,dp->sequence,0); | |
| si->animate(); | |
| si->advanceTime(1); | |
| si->animateGround(); | |
| si->getGroundTransform().getColumn(3,&dp->dir); | |
| if ((dp->speed = dp->dir.len()) < 0.01f) | |
| { | |
| // No ground displacement... In this case we'll use the | |
| // default table entry, if there is one. | |
| if (save.len() > 0.01f) | |
| { | |
| dp->dir = save; | |
| dp->speed = 1.0f; | |
| dp->velocityScale = false; | |
| } | |
| else | |
| dp->speed = 0.0f; | |
| } | |
| else | |
| dp->dir *= 1.0f / dp->speed; | |
| } | |
| } | |
| bool PlayerData::isTableSequence(S32 seq) | |
| { | |
| // The sequences from the table must already have | |
| // been loaded for this to work. | |
| for (int i = 0; i < NumTableActionAnims; i++) | |
| if (actionList[i].sequence == seq) | |
| return true; | |
| return false; | |
| } | |
| bool PlayerData::isJumpAction(U32 action) | |
| { | |
| return (action == JumpAnim || action == StandJumpAnim); | |
| } | |
| void PlayerData::initPersistFields() | |
| { | |
| addField( "pickupRadius", TypeF32, Offset(pickupRadius, PlayerData), | |
| "@brief Radius around the player to collide with Items in the scene (on server).\n\n" | |
| "Internally the pickupRadius is added to the larger side of the initial bounding box " | |
| "to determine the actual distance, to a maximum of 2 times the bounding box size. The " | |
| "initial bounding box is that used for the root pose, and therefore doesn't take into " | |
| "account the change in pose.\n"); | |
| addField( "maxTimeScale", TypeF32, Offset(maxTimeScale, PlayerData), | |
| "@brief Maximum time scale for action animations.\n\n" | |
| "If an action animation has a defined ground frame, it is automatically scaled to match the " | |
| "player's ground velocity. This field limits the maximum time scale used even if " | |
| "the player's velocity exceeds it." ); | |
| addGroup( "Camera" ); | |
| addField( "renderFirstPerson", TypeBool, Offset(renderFirstPerson, PlayerData), | |
| "@brief Flag controlling whether to render the player shape in first person view.\n\n" ); | |
| addField( "firstPersonShadows", TypeBool, Offset(firstPersonShadows, PlayerData), | |
| "@brief Forces shadows to be rendered in first person when renderFirstPerson is disabled. Defaults to false.\n\n" ); | |
| addField( "minLookAngle", TypeF32, Offset(minLookAngle, PlayerData), | |
| "@brief Lowest angle (in radians) the player can look.\n\n" | |
| "@note An angle of zero is straight ahead, with positive up and negative down." ); | |
| addField( "maxLookAngle", TypeF32, Offset(maxLookAngle, PlayerData), | |
| "@brief Highest angle (in radians) the player can look.\n\n" | |
| "@note An angle of zero is straight ahead, with positive up and negative down." ); | |
| addField( "maxFreelookAngle", TypeF32, Offset(maxFreelookAngle, PlayerData), | |
| "@brief Defines the maximum left and right angles (in radians) the player can " | |
| "look in freelook mode.\n\n" ); | |
| endGroup( "Camera" ); | |
| addGroup( "Movement" ); | |
| addField( "maxStepHeight", TypeF32, Offset(maxStepHeight, PlayerData), | |
| "@brief Maximum height the player can step up.\n\n" | |
| "The player will automatically step onto changes in ground height less " | |
| "than maxStepHeight. The player will collide with ground height changes " | |
| "greater than this." ); | |
| addField( "runForce", TypeF32, Offset(runForce, PlayerData), | |
| "@brief Force used to accelerate the player when running.\n\n" ); | |
| addField( "runEnergyDrain", TypeF32, Offset(runEnergyDrain, PlayerData), | |
| "@brief Energy value drained each tick that the player is moving.\n\n" | |
| "The player will not be able to move when his energy falls below " | |
| "minRunEnergy.\n" | |
| "@note Setting this to zero will disable any energy drain.\n" | |
| "@see minRunEnergy\n"); | |
| addField( "minRunEnergy", TypeF32, Offset(minRunEnergy, PlayerData), | |
| "@brief Minimum energy level required to run or swim.\n\n" | |
| "@see runEnergyDrain\n"); | |
| addField( "maxForwardSpeed", TypeF32, Offset(maxForwardSpeed, PlayerData), | |
| "@brief Maximum forward speed when running." ); | |
| addField( "maxBackwardSpeed", TypeF32, Offset(maxBackwardSpeed, PlayerData), | |
| "@brief Maximum backward speed when running." ); | |
| addField( "maxSideSpeed", TypeF32, Offset(maxSideSpeed, PlayerData), | |
| "@brief Maximum sideways speed when running." ); | |
| addField( "runSurfaceAngle", TypeF32, Offset(runSurfaceAngle, PlayerData), | |
| "@brief Maximum angle from vertical (in degrees) the player can run up.\n\n" ); | |
| addField( "minImpactSpeed", TypeF32, Offset(minImpactSpeed, PlayerData), | |
| "@brief Minimum impact speed to apply falling damage.\n\n" | |
| "This field also sets the minimum speed for the onImpact callback " | |
| "to be invoked.\n" | |
| "@see ShapeBaseData::onImpact()\n"); | |
| addField( "minLateralImpactSpeed", TypeF32, Offset(minLateralImpactSpeed, PlayerData), | |
| "@brief Minimum impact speed to apply non-falling damage.\n\n" | |
| "This field also sets the minimum speed for the onLateralImpact callback " | |
| "to be invoked.\n" | |
| "@see ShapeBaseData::onLateralImpact()\n"); | |
| addField( "horizMaxSpeed", TypeF32, Offset(horizMaxSpeed, PlayerData), | |
| "@brief Maximum horizontal speed.\n\n" | |
| "@note This limit is only enforced if the player's horizontal speed " | |
| "exceeds horizResistSpeed.\n" | |
| "@see horizResistSpeed\n" | |
| "@see horizResistFactor\n" ); | |
| addField( "horizResistSpeed", TypeF32, Offset(horizResistSpeed, PlayerData), | |
| "@brief Horizontal speed at which resistence will take place.\n\n" | |
| "@see horizMaxSpeed\n" | |
| "@see horizResistFactor\n" ); | |
| addField( "horizResistFactor", TypeF32, Offset(horizResistFactor, PlayerData), | |
| "@brief Factor of resistence once horizResistSpeed has been reached.\n\n" | |
| "@see horizMaxSpeed\n" | |
| "@see horizResistSpeed\n" ); | |
| addField( "upMaxSpeed", TypeF32, Offset(upMaxSpeed, PlayerData), | |
| "@brief Maximum upwards speed.\n\n" | |
| "@note This limit is only enforced if the player's upward speed exceeds " | |
| "upResistSpeed.\n" | |
| "@see upResistSpeed\n" | |
| "@see upResistFactor\n" ); | |
| addField( "upResistSpeed", TypeF32, Offset(upResistSpeed, PlayerData), | |
| "@brief Upwards speed at which resistence will take place.\n\n" | |
| "@see upMaxSpeed\n" | |
| "@see upResistFactor\n" ); | |
| addField( "upResistFactor", TypeF32, Offset(upResistFactor, PlayerData), | |
| "@brief Factor of resistence once upResistSpeed has been reached.\n\n" | |
| "@see upMaxSpeed\n" | |
| "@see upResistSpeed\n" ); | |
| endGroup( "Movement" ); | |
| addGroup( "Movement: Jumping" ); | |
| addField( "jumpForce", TypeF32, Offset(jumpForce, PlayerData), | |
| "@brief Force used to accelerate the player when a jump is initiated.\n\n" ); | |
| addField( "jumpEnergyDrain", TypeF32, Offset(jumpEnergyDrain, PlayerData), | |
| "@brief Energy level drained each time the player jumps.\n\n" | |
| "@note Setting this to zero will disable any energy drain\n" | |
| "@see minJumpEnergy\n"); | |
| addField( "minJumpEnergy", TypeF32, Offset(minJumpEnergy, PlayerData), | |
| "@brief Minimum energy level required to jump.\n\n" | |
| "@see jumpEnergyDrain\n"); | |
| addField( "minJumpSpeed", TypeF32, Offset(minJumpSpeed, PlayerData), | |
| "@brief Minimum speed needed to jump.\n\n" | |
| "If the player's own z velocity is greater than this, then it is used to scale " | |
| "the jump speed, up to maxJumpSpeed.\n" | |
| "@see maxJumpSpeed\n"); | |
| addField( "maxJumpSpeed", TypeF32, Offset(maxJumpSpeed, PlayerData), | |
| "@brief Maximum vertical speed before the player can no longer jump.\n\n" ); | |
| addField( "jumpSurfaceAngle", TypeF32, Offset(jumpSurfaceAngle, PlayerData), | |
| "@brief Angle from vertical (in degrees) where the player can jump.\n\n" ); | |
| addField( "jumpDelay", TypeS32, Offset(jumpDelay, PlayerData), | |
| "@brief Delay time in number of ticks ticks between jumps.\n\n" ); | |
| addField( "airControl", TypeF32, Offset(airControl, PlayerData), | |
| "@brief Amount of movement control the player has when in the air.\n\n" | |
| "This is applied as a multiplier to the player's x and y motion.\n"); | |
| addField( "jumpTowardsNormal", TypeBool, Offset(jumpTowardsNormal, PlayerData), | |
| "@brief Controls the direction of the jump impulse.\n" | |
| "When false, jumps are always in the vertical (+Z) direction. When true " | |
| "jumps are in the direction of the ground normal so long as the player is not " | |
| "directly facing the surface. If the player is directly facing the surface, then " | |
| "they will jump straight up.\n" ); | |
| endGroup( "Movement: Jumping" ); | |
| addGroup( "Movement: Sprinting" ); | |
| addField( "sprintForce", TypeF32, Offset(sprintForce, PlayerData), | |
| "@brief Force used to accelerate the player when sprinting.\n\n" ); | |
| addField( "sprintEnergyDrain", TypeF32, Offset(sprintEnergyDrain, PlayerData), | |
| "@brief Energy value drained each tick that the player is sprinting.\n\n" | |
| "The player will not be able to move when his energy falls below " | |
| "sprintEnergyDrain.\n" | |
| "@note Setting this to zero will disable any energy drain.\n" | |
| "@see minSprintEnergy\n"); | |
| addField( "minSprintEnergy", TypeF32, Offset(minSprintEnergy, PlayerData), | |
| "@brief Minimum energy level required to sprint.\n\n" | |
| "@see sprintEnergyDrain\n"); | |
| addField( "maxSprintForwardSpeed", TypeF32, Offset(maxSprintForwardSpeed, PlayerData), | |
| "@brief Maximum forward speed when sprinting." ); | |
| addField( "maxSprintBackwardSpeed", TypeF32, Offset(maxSprintBackwardSpeed, PlayerData), | |
| "@brief Maximum backward speed when sprinting." ); | |
| addField( "maxSprintSideSpeed", TypeF32, Offset(maxSprintSideSpeed, PlayerData), | |
| "@brief Maximum sideways speed when sprinting." ); | |
| addField( "sprintStrafeScale", TypeF32, Offset(sprintStrafeScale, PlayerData), | |
| "@brief Amount to scale strafing motion vector while sprinting." ); | |
| addField( "sprintYawScale", TypeF32, Offset(sprintYawScale, PlayerData), | |
| "@brief Amount to scale yaw motion while sprinting." ); | |
| addField( "sprintPitchScale", TypeF32, Offset(sprintPitchScale, PlayerData), | |
| "@brief Amount to scale pitch motion while sprinting." ); | |
| addField( "sprintCanJump", TypeBool, Offset(sprintCanJump, PlayerData), | |
| "@brief Can the player jump while sprinting." ); | |
| endGroup( "Movement: Sprinting" ); | |
| addGroup( "Movement: Swimming" ); | |
| addField( "swimForce", TypeF32, Offset(swimForce, PlayerData), | |
| "@brief Force used to accelerate the player when swimming.\n\n" ); | |
| addField( "maxUnderwaterForwardSpeed", TypeF32, Offset(maxUnderwaterForwardSpeed, PlayerData), | |
| "@brief Maximum forward speed when underwater.\n\n" ); | |
| addField( "maxUnderwaterBackwardSpeed", TypeF32, Offset(maxUnderwaterBackwardSpeed, PlayerData), | |
| "@brief Maximum backward speed when underwater.\n\n" ); | |
| addField( "maxUnderwaterSideSpeed", TypeF32, Offset(maxUnderwaterSideSpeed, PlayerData), | |
| "@brief Maximum sideways speed when underwater.\n\n" ); | |
| endGroup( "Movement: Swimming" ); | |
| addGroup( "Movement: Crouching" ); | |
| addField( "crouchForce", TypeF32, Offset(crouchForce, PlayerData), | |
| "@brief Force used to accelerate the player when crouching.\n\n" ); | |
| addField( "maxCrouchForwardSpeed", TypeF32, Offset(maxCrouchForwardSpeed, PlayerData), | |
| "@brief Maximum forward speed when crouching.\n\n" ); | |
| addField( "maxCrouchBackwardSpeed", TypeF32, Offset(maxCrouchBackwardSpeed, PlayerData), | |
| "@brief Maximum backward speed when crouching.\n\n" ); | |
| addField( "maxCrouchSideSpeed", TypeF32, Offset(maxCrouchSideSpeed, PlayerData), | |
| "@brief Maximum sideways speed when crouching.\n\n" ); | |
| endGroup( "Movement: Crouching" ); | |
| addGroup( "Movement: Prone" ); | |
| addField( "proneForce", TypeF32, Offset(proneForce, PlayerData), | |
| "@brief Force used to accelerate the player when prone (laying down).\n\n" ); | |
| addField( "maxProneForwardSpeed", TypeF32, Offset(maxProneForwardSpeed, PlayerData), | |
| "@brief Maximum forward speed when prone (laying down).\n\n" ); | |
| addField( "maxProneBackwardSpeed", TypeF32, Offset(maxProneBackwardSpeed, PlayerData), | |
| "@brief Maximum backward speed when prone (laying down).\n\n" ); | |
| addField( "maxProneSideSpeed", TypeF32, Offset(maxProneSideSpeed, PlayerData), | |
| "@brief Maximum sideways speed when prone (laying down).\n\n" ); | |
| endGroup( "Movement: Prone" ); | |
| addGroup( "Movement: Jetting" ); | |
| addField( "jetJumpForce", TypeF32, Offset(jetJumpForce, PlayerData), | |
| "@brief Force used to accelerate the player when a jet jump is initiated.\n\n" ); | |
| addField( "jetJumpEnergyDrain", TypeF32, Offset(jetJumpEnergyDrain, PlayerData), | |
| "@brief Energy level drained each time the player jet jumps.\n\n" | |
| "@note Setting this to zero will disable any energy drain\n" | |
| "@see jetMinJumpEnergy\n"); | |
| addField( "jetMinJumpEnergy", TypeF32, Offset(jetMinJumpEnergy, PlayerData), | |
| "@brief Minimum energy level required to jet jump.\n\n" | |
| "@see jetJumpEnergyDrain\n"); | |
| addField( "jetMinJumpSpeed", TypeF32, Offset(jetMinJumpSpeed, PlayerData), | |
| "@brief Minimum speed needed to jet jump.\n\n" | |
| "If the player's own z velocity is greater than this, then it is used to scale " | |
| "the jet jump speed, up to jetMaxJumpSpeed.\n" | |
| "@see jetMaxJumpSpeed\n"); | |
| addField( "jetMaxJumpSpeed", TypeF32, Offset(jetMaxJumpSpeed, PlayerData), | |
| "@brief Maximum vertical speed before the player can no longer jet jump.\n\n" ); | |
| addField( "jetJumpSurfaceAngle", TypeF32, Offset(jetJumpSurfaceAngle, PlayerData), | |
| "@brief Angle from vertical (in degrees) where the player can jet jump.\n\n" ); | |
| endGroup( "Movement: Jetting" ); | |
| addGroup( "Falling" ); | |
| addField( "fallingSpeedThreshold", TypeF32, Offset(fallingSpeedThreshold, PlayerData), | |
| "@brief Downward speed at which we consider the player falling.\n\n" ); | |
| addField( "recoverDelay", TypeS32, Offset(recoverDelay, PlayerData), | |
| "@brief Number of ticks for the player to recover from falling.\n\n" ); | |
| addField( "recoverRunForceScale", TypeF32, Offset(recoverRunForceScale, PlayerData), | |
| "@brief Scale factor applied to runForce while in the recover state.\n\n" | |
| "This can be used to temporarily slow the player's movement after a fall, or " | |
| "prevent the player from moving at all if set to zero.\n" ); | |
| addField( "landSequenceTime", TypeF32, Offset(landSequenceTime, PlayerData), | |
| "@brief Time of land sequence play back when using new recover system.\n\n" | |
| "If greater than 0 then the legacy fall recovery system will be bypassed " | |
| "in favour of just playing the player's land sequence. The time to " | |
| "recover from a fall then becomes this parameter's time and the land " | |
| "sequence's playback will be scaled to match.\n" | |
| "@see transitionToLand\n" ); | |
| addField( "transitionToLand", TypeBool, Offset(transitionToLand, PlayerData), | |
| "@brief When going from a fall to a land, should we transition between the two.\n\n" | |
| "@note Only takes affect when landSequenceTime is greater than 0.\n" | |
| "@see landSequenceTime\n" ); | |
| endGroup( "Falling" ); | |
| addGroup( "Collision" ); | |
| addField( "boundingBox", TypePoint3F, Offset(boxSize, PlayerData), | |
| "@brief Size of the bounding box used by the player for collision.\n\n" | |
| "Dimensions are given as \"width depth height\"." ); | |
| addField( "crouchBoundingBox", TypePoint3F, Offset(crouchBoxSize, PlayerData), | |
| "@brief Collision bounding box used when the player is crouching.\n\n" | |
| "@see boundingBox" ); | |
| addField( "proneBoundingBox", TypePoint3F, Offset(proneBoxSize, PlayerData), | |
| "@brief Collision bounding box used when the player is prone (laying down).\n\n" | |
| "@see boundingBox" ); | |
| addField( "swimBoundingBox", TypePoint3F, Offset(swimBoxSize, PlayerData), | |
| "@brief Collision bounding box used when the player is swimming.\n\n" | |
| "@see boundingBox" ); | |
| addField( "boxHeadPercentage", TypeF32, Offset(boxHeadPercentage, PlayerData), | |
| "@brief Percentage of the player's bounding box height that represents the head.\n\n" | |
| "Used when computing the damage location.\n" | |
| "@see Player::getDamageLocation" ); | |
| addField( "boxTorsoPercentage", TypeF32, Offset(boxTorsoPercentage, PlayerData), | |
| "@brief Percentage of the player's bounding box height that represents the torso.\n\n" | |
| "Used when computing the damage location.\n" | |
| "@see Player::getDamageLocation" ); | |
| addField( "boxHeadLeftPercentage", TypeF32, Offset(boxHeadLeftPercentage, PlayerData), | |
| "@brief Percentage of the player's bounding box width that represents the left side of the head.\n\n" | |
| "Used when computing the damage location.\n" | |
| "@see Player::getDamageLocation" ); | |
| addField( "boxHeadRightPercentage", TypeF32, Offset(boxHeadRightPercentage, PlayerData), | |
| "@brief Percentage of the player's bounding box width that represents the right side of the head.\n\n" | |
| "Used when computing the damage location.\n" | |
| "@see Player::getDamageLocation" ); | |
| addField( "boxHeadBackPercentage", TypeF32, Offset(boxHeadBackPercentage, PlayerData), | |
| "@brief Percentage of the player's bounding box depth that represents the back side of the head.\n\n" | |
| "Used when computing the damage location.\n" | |
| "@see Player::getDamageLocation" ); | |
| addField( "boxHeadFrontPercentage", TypeF32, Offset(boxHeadFrontPercentage, PlayerData), | |
| "@brief Percentage of the player's bounding box depth that represents the front side of the head.\n\n" | |
| "Used when computing the damage location.\n" | |
| "@see Player::getDamageLocation" ); | |
| endGroup( "Collision" ); | |
| addGroup( "Interaction: Footsteps" ); | |
| addField( "footPuffEmitter", TYPEID< ParticleEmitterData >(), Offset(footPuffEmitter, PlayerData), | |
| "@brief Particle emitter used to generate footpuffs (particles created as the player " | |
| "walks along the ground).\n\n" | |
| "@note The generation of foot puffs requires the appropriate triggeres to be defined in the " | |
| "player's animation sequences. Without these, no foot puffs will be generated.\n"); | |
| addField( "footPuffNumParts", TypeS32, Offset(footPuffNumParts, PlayerData), | |
| "@brief Number of footpuff particles to generate each step.\n\n" | |
| "Each foot puff is randomly placed within the defined foot puff radius. This " | |
| "includes having footPuffNumParts set to one.\n" | |
| "@see footPuffRadius\n"); | |
| addField( "footPuffRadius", TypeF32, Offset(footPuffRadius, PlayerData), | |
| "@brief Particle creation radius for footpuff particles.\n\n" | |
| "This is applied to each foot puff particle, even if footPuffNumParts is set to one. So " | |
| "set this value to zero if you want a single foot puff placed at exactly the same location " | |
| "under the player each time.\n"); | |
| addField( "dustEmitter", TYPEID< ParticleEmitterData >(), Offset(dustEmitter, PlayerData), | |
| "@brief Emitter used to generate dust particles.\n\n" | |
| "@note Currently unused." ); | |
| addField( "decalData", TYPEID< DecalData >(), Offset(decalData, PlayerData), | |
| "@brief Decal to place on the ground for player footsteps.\n\n" ); | |
| addField( "decalOffset",TypeF32, Offset(decalOffset, PlayerData), | |
| "@brief Distance from the center of the model to the right foot.\n\n" | |
| "While this defines the distance to the right foot, it is also used to place " | |
| "the left foot decal as well. Just on the opposite side of the player." ); | |
| endGroup( "Interaction: Footsteps" ); | |
| addGroup( "Interaction: Sounds" ); | |
| addField( "FootSoftSound", TypeSFXTrackName, Offset(sound[FootSoft], PlayerData), | |
| "@brief Sound to play when walking on a surface with Material footstepSoundId 0.\n\n" ); | |
| addField( "FootHardSound", TypeSFXTrackName, Offset(sound[FootHard], PlayerData), | |
| "@brief Sound to play when walking on a surface with Material footstepSoundId 1.\n\n" ); | |
| addField( "FootMetalSound", TypeSFXTrackName, Offset(sound[FootMetal], PlayerData), | |
| "@brief Sound to play when walking on a surface with Material footstepSoundId 2.\n\n" ); | |
| addField( "FootSnowSound", TypeSFXTrackName, Offset(sound[FootSnow], PlayerData), | |
| "@brief Sound to play when walking on a surface with Material footstepSoundId 3.\n\n" ); | |
| addField( "FootShallowSound", TypeSFXTrackName, Offset(sound[FootShallowSplash], PlayerData), | |
| "@brief Sound to play when walking in water and coverage is less than " | |
| "footSplashHeight.\n\n" | |
| "@see footSplashHeight\n" ); | |
| addField( "FootWadingSound", TypeSFXTrackName, Offset(sound[FootWading], PlayerData), | |
| "@brief Sound to play when walking in water and coverage is less than 1, " | |
| "but > footSplashHeight.\n\n" | |
| "@see footSplashHeight\n" ); | |
| addField( "FootUnderwaterSound", TypeSFXTrackName, Offset(sound[FootUnderWater], PlayerData), | |
| "@brief Sound to play when walking in water and coverage equals 1.0 " | |
| "(fully underwater).\n\n" ); | |
| addField( "FootBubblesSound", TypeSFXTrackName, Offset(sound[FootBubbles], PlayerData), | |
| "@brief Sound to play when walking in water and coverage equals 1.0 " | |
| "(fully underwater).\n\n" ); | |
| addField( "movingBubblesSound", TypeSFXTrackName, Offset(sound[MoveBubbles], PlayerData), | |
| "@brief Sound to play when in water and coverage equals 1.0 (fully underwater).\n\n" | |
| "Note that unlike FootUnderwaterSound, this sound plays even if the " | |
| "player is not moving around in the water.\n" ); | |
| addField( "waterBreathSound", TypeSFXTrackName, Offset(sound[WaterBreath], PlayerData), | |
| "@brief Sound to play when in water and coverage equals 1.0 (fully underwater).\n\n" | |
| "Note that unlike FootUnderwaterSound, this sound plays even if the " | |
| "player is not moving around in the water.\n" ); | |
| addField( "impactSoftSound", TypeSFXTrackName, Offset(sound[ImpactSoft], PlayerData), | |
| "@brief Sound to play after falling on a surface with Material footstepSoundId 0.\n\n" ); | |
| addField( "impactHardSound", TypeSFXTrackName, Offset(sound[ImpactHard], PlayerData), | |
| "@brief Sound to play after falling on a surface with Material footstepSoundId 1.\n\n" ); | |
| addField( "impactMetalSound", TypeSFXTrackName, Offset(sound[ImpactMetal], PlayerData), | |
| "@brief Sound to play after falling on a surface with Material footstepSoundId 2.\n\n" ); | |
| addField( "impactSnowSound", TypeSFXTrackName, Offset(sound[ImpactSnow], PlayerData), | |
| "@brief Sound to play after falling on a surface with Material footstepSoundId 3.\n\n" ); | |
| addField( "impactWaterEasy", TypeSFXTrackName, Offset(sound[ImpactWaterEasy], PlayerData), | |
| "@brief Sound to play when entering the water with velocity < " | |
| "mediumSplashSoundVelocity.\n\n" | |
| "@see mediumSplashSoundVelocity\n"); | |
| addField( "impactWaterMedium", TypeSFXTrackName, Offset(sound[ImpactWaterMedium], PlayerData), | |
| "@brief Sound to play when entering the water with velocity >= " | |
| "mediumSplashSoundVelocity and < hardSplashSoundVelocity.\n\n" | |
| "@see mediumSplashSoundVelocity\n" | |
| "@see hardSplashSoundVelocity\n"); | |
| addField( "impactWaterHard", TypeSFXTrackName, Offset(sound[ImpactWaterHard], PlayerData), | |
| "@brief Sound to play when entering the water with velocity >= " | |
| "hardSplashSoundVelocity.\n\n" | |
| "@see hardSplashSoundVelocity\n"); | |
| addField( "exitingWater", TypeSFXTrackName, Offset(sound[ExitWater], PlayerData), | |
| "@brief Sound to play when exiting the water with velocity >= exitSplashSoundVelocity.\n\n" | |
| "@see exitSplashSoundVelocity\n"); | |
| endGroup( "Interaction: Sounds" ); | |
| addGroup( "Interaction: Splashes" ); | |
| addField( "splash", TYPEID< SplashData >(), Offset(splash, PlayerData), | |
| "@brief SplashData datablock used to create splashes when the player moves " | |
| "through water.\n\n" ); | |
| addField( "splashVelocity", TypeF32, Offset(splashVelocity, PlayerData), | |
| "@brief Minimum velocity when moving through water to generate splashes.\n\n" ); | |
| addField( "splashAngle", TypeF32, Offset(splashAngle, PlayerData), | |
| "@brief Maximum angle (in degrees) from pure vertical movement in water to " | |
| "generate splashes.\n\n" ); | |
| addField( "splashFreqMod", TypeF32, Offset(splashFreqMod, PlayerData), | |
| "@brief Multipled by speed to determine the number of splash particles to generate.\n\n" ); | |
| addField( "splashVelEpsilon", TypeF32, Offset(splashVelEpsilon, PlayerData), | |
| "@brief Minimum speed to generate splash particles.\n\n" ); | |
| addField( "bubbleEmitTime", TypeF32, Offset(bubbleEmitTime, PlayerData), | |
| "@brief Time in seconds to generate bubble particles after entering the water.\n\n" ); | |
| addField( "splashEmitter", TYPEID< ParticleEmitterData >(), Offset(splashEmitterList, PlayerData), NUM_SPLASH_EMITTERS, | |
| "@brief Particle emitters used to generate splash particles.\n\n" ); | |
| addField( "footstepSplashHeight", TypeF32, Offset(footSplashHeight, PlayerData), | |
| "@brief Water coverage level to choose between FootShallowSound and FootWadingSound.\n\n" | |
| "@see FootShallowSound\n" | |
| "@see FootWadingSound\n"); | |
| addField( "mediumSplashSoundVelocity", TypeF32, Offset(medSplashSoundVel, PlayerData), | |
| "@brief Minimum velocity when entering the water for choosing between the impactWaterEasy and " | |
| "impactWaterMedium sounds to play.\n\n" | |
| "@see impactWaterEasy\n" | |
| "@see impactWaterMedium\n" ); | |
| addField( "hardSplashSoundVelocity", TypeF32, Offset(hardSplashSoundVel, PlayerData), | |
| "@brief Minimum velocity when entering the water for choosing between the impactWaterMedium and " | |
| "impactWaterHard sound to play.\n\n" | |
| "@see impactWaterMedium\n" | |
| "@see impactWaterHard\n" ); | |
| addField( "exitSplashSoundVelocity", TypeF32, Offset(exitSplashSoundVel, PlayerData), | |
| "@brief Minimum velocity when leaving the water for the exitingWater sound to " | |
| "play.\n\n" | |
| "@see exitingWater"); | |
| endGroup( "Interaction: Splashes" ); | |
| addGroup( "Interaction: Ground Impact" ); | |
| addField( "groundImpactMinSpeed", TypeF32, Offset(groundImpactMinSpeed, PlayerData), | |
| "@brief Minimum falling impact speed to apply damage and initiate the camera " | |
| "shaking effect.\n\n" ); | |
| addField( "groundImpactShakeFreq", TypePoint3F, Offset(groundImpactShakeFreq, PlayerData), | |
| "@brief Frequency of the camera shake effect after falling.\n\n" | |
| "This is how fast to shake the camera.\n"); | |
| addField( "groundImpactShakeAmp", TypePoint3F, Offset(groundImpactShakeAmp, PlayerData), | |
| "@brief Amplitude of the camera shake effect after falling.\n\n" | |
| "This is how much to shake the camera.\n"); | |
| addField( "groundImpactShakeDuration", TypeF32, Offset(groundImpactShakeDuration, PlayerData), | |
| "@brief Duration (in seconds) of the camera shake effect after falling.\n\n" | |
| "This is how long to shake the camera.\n"); | |
| addField( "groundImpactShakeFalloff", TypeF32, Offset(groundImpactShakeFalloff, PlayerData), | |
| "@brief Falloff factor of the camera shake effect after falling.\n\n" | |
| "This is how to fade the camera shake over the duration.\n"); | |
| endGroup( "Interaction: Ground Impact" ); | |
| addGroup( "Physics" ); | |
| // PhysicsPlayer | |
| addField( "physicsPlayerType", TypeString, Offset(physicsPlayerType, PlayerData), | |
| "@brief Specifies the type of physics used by the player.\n\n" | |
| "This depends on the physics module used. An example is 'Capsule'.\n" | |
| "@note Not current used.\n"); | |
| endGroup( "Physics" ); | |
| addGroup( "First Person Arms" ); | |
| addField( "imageAnimPrefixFP", TypeCaseString, Offset(imageAnimPrefixFP, PlayerData), | |
| "@brief Optional prefix to all mounted image animation sequences in first person.\n\n" | |
| "This defines a prefix that will be added when looking up mounted image " | |
| "animation sequences while in first person. It allows for the customization " | |
| "of a first person image based on the type of player.\n"); | |
| // Mounted images arrays | |
| addArray( "Mounted Images", ShapeBase::MaxMountedImages ); | |
| addField( "shapeNameFP", TypeShapeFilename, Offset(shapeNameFP, PlayerData), ShapeBase::MaxMountedImages, | |
| "@brief File name of this player's shape that will be used in conjunction with the corresponding mounted image.\n\n" | |
| "These optional parameters correspond to each mounted image slot to indicate a shape that is rendered " | |
| "in addition to the mounted image shape. Typically these are a player's arms (or arm) that is " | |
| "animated along with the mounted image's state animation sequences.\n"); | |
| endArray( "Mounted Images" ); | |
| endGroup( "First Person Arms" ); | |
| addGroup( "Third Person" ); | |
| addField( "imageAnimPrefix", TypeCaseString, Offset(imageAnimPrefix, PlayerData), | |
| "@brief Optional prefix to all mounted image animation sequences in third person.\n\n" | |
| "This defines a prefix that will be added when looking up mounted image " | |
| "animation sequences while in third person. It allows for the customization " | |
| "of a third person image based on the type of player.\n"); | |
| addField( "allowImageStateAnimation", TypeBool, Offset(allowImageStateAnimation, PlayerData), | |
| "@brief Allow mounted images to request a sequence be played on the Player.\n\n" | |
| "When true a new thread is added to the player to allow for " | |
| "mounted images to request a sequence be played on the player " | |
| "through the image's state machine. It is only optional so " | |
| "that we don't create a TSThread on the player if we don't " | |
| "need to.\n"); | |
| endGroup( "Third Person" ); | |
| Parent::initPersistFields(); | |
| } | |
| void PlayerData::packData(BitStream* stream) | |
| { | |
| Parent::packData(stream); | |
| stream->writeFlag(renderFirstPerson); | |
| stream->writeFlag(firstPersonShadows); | |
| stream->write(minLookAngle); | |
| stream->write(maxLookAngle); | |
| stream->write(maxFreelookAngle); | |
| stream->write(maxTimeScale); | |
| stream->write(mass); | |
| stream->write(maxEnergy); | |
| stream->write(drag); | |
| stream->write(density); | |
| stream->write(maxStepHeight); | |
| stream->write(runForce); | |
| stream->write(runEnergyDrain); | |
| stream->write(minRunEnergy); | |
| stream->write(maxForwardSpeed); | |
| stream->write(maxBackwardSpeed); | |
| stream->write(maxSideSpeed); | |
| stream->write(runSurfaceAngle); | |
| stream->write(fallingSpeedThreshold); | |
| stream->write(recoverDelay); | |
| stream->write(recoverRunForceScale); | |
| stream->write(landSequenceTime); | |
| stream->write(transitionToLand); | |
| // Jumping | |
| stream->write(jumpForce); | |
| stream->write(jumpEnergyDrain); | |
| stream->write(minJumpEnergy); | |
| stream->write(minJumpSpeed); | |
| stream->write(maxJumpSpeed); | |
| stream->write(jumpSurfaceAngle); | |
| stream->writeInt(jumpDelay,JumpDelayBits); | |
| // Sprinting | |
| stream->write(sprintForce); | |
| stream->write(sprintEnergyDrain); | |
| stream->write(minSprintEnergy); | |
| stream->write(maxSprintForwardSpeed); | |
| stream->write(maxSprintBackwardSpeed); | |
| stream->write(maxSprintSideSpeed); | |
| stream->write(sprintStrafeScale); | |
| stream->write(sprintYawScale); | |
| stream->write(sprintPitchScale); | |
| stream->writeFlag(sprintCanJump); | |
| // Swimming | |
| stream->write(swimForce); | |
| stream->write(maxUnderwaterForwardSpeed); | |
| stream->write(maxUnderwaterBackwardSpeed); | |
| stream->write(maxUnderwaterSideSpeed); | |
| // Crouching | |
| stream->write(crouchForce); | |
| stream->write(maxCrouchForwardSpeed); | |
| stream->write(maxCrouchBackwardSpeed); | |
| stream->write(maxCrouchSideSpeed); | |
| // Prone | |
| stream->write(proneForce); | |
| stream->write(maxProneForwardSpeed); | |
| stream->write(maxProneBackwardSpeed); | |
| stream->write(maxProneSideSpeed); | |
| // Jetting | |
| stream->write(jetJumpForce); | |
| stream->write(jetJumpEnergyDrain); | |
| stream->write(jetMinJumpEnergy); | |
| stream->write(jetMinJumpSpeed); | |
| stream->write(jetMaxJumpSpeed); | |
| stream->write(jetJumpSurfaceAngle); | |
| stream->write(horizMaxSpeed); | |
| stream->write(horizResistSpeed); | |
| stream->write(horizResistFactor); | |
| stream->write(upMaxSpeed); | |
| stream->write(upResistSpeed); | |
| stream->write(upResistFactor); | |
| stream->write(splashVelocity); | |
| stream->write(splashAngle); | |
| stream->write(splashFreqMod); | |
| stream->write(splashVelEpsilon); | |
| stream->write(bubbleEmitTime); | |
| stream->write(medSplashSoundVel); | |
| stream->write(hardSplashSoundVel); | |
| stream->write(exitSplashSoundVel); | |
| stream->write(footSplashHeight); | |
| // Don't need damage scale on the client | |
| stream->write(minImpactSpeed); | |
| stream->write(minLateralImpactSpeed); | |
| for( U32 i = 0; i < MaxSounds; i++) | |
| sfxWrite( stream, sound[ i ] ); | |
| mathWrite(*stream, boxSize); | |
| mathWrite(*stream, crouchBoxSize); | |
| mathWrite(*stream, proneBoxSize); | |
| mathWrite(*stream, swimBoxSize); | |
| if( stream->writeFlag( footPuffEmitter ) ) | |
| { | |
| stream->writeRangedU32( footPuffEmitter->getId(), DataBlockObjectIdFirst, DataBlockObjectIdLast ); | |
| } | |
| stream->write( footPuffNumParts ); | |
| stream->write( footPuffRadius ); | |
| if( stream->writeFlag( decalData ) ) | |
| { | |
| stream->writeRangedU32( decalData->getId(), DataBlockObjectIdFirst, DataBlockObjectIdLast ); | |
| } | |
| stream->write(decalOffset); | |
| if( stream->writeFlag( dustEmitter ) ) | |
| { | |
| stream->writeRangedU32( dustEmitter->getId(), DataBlockObjectIdFirst, DataBlockObjectIdLast ); | |
| } | |
| if (stream->writeFlag( splash )) | |
| { | |
| stream->writeRangedU32(splash->getId(), DataBlockObjectIdFirst, DataBlockObjectIdLast); | |
| } | |
| for( U32 i=0; i<NUM_SPLASH_EMITTERS; i++ ) | |
| { | |
| if( stream->writeFlag( splashEmitterList[i] != NULL ) ) | |
| { | |
| stream->writeRangedU32( splashEmitterList[i]->getId(), DataBlockObjectIdFirst, DataBlockObjectIdLast ); | |
| } | |
| } | |
| stream->write(groundImpactMinSpeed); | |
| stream->write(groundImpactShakeFreq.x); | |
| stream->write(groundImpactShakeFreq.y); | |
| stream->write(groundImpactShakeFreq.z); | |
| stream->write(groundImpactShakeAmp.x); | |
| stream->write(groundImpactShakeAmp.y); | |
| stream->write(groundImpactShakeAmp.z); | |
| stream->write(groundImpactShakeDuration); | |
| stream->write(groundImpactShakeFalloff); | |
| // Air control | |
| stream->write(airControl); | |
| // Jump off at normal | |
| stream->writeFlag(jumpTowardsNormal); | |
| stream->writeString(physicsPlayerType); | |
| // Third person mounted image shapes | |
| stream->writeString(imageAnimPrefix); | |
| stream->writeFlag(allowImageStateAnimation); | |
| // First person mounted image shapes | |
| stream->writeString(imageAnimPrefixFP); | |
| for (U32 i=0; i<ShapeBase::MaxMountedImages; ++i) | |
| { | |
| stream->writeString(shapeNameFP[i]); | |
| // computeCRC is handled in ShapeBaseData | |
| if (computeCRC) | |
| { | |
| stream->write(mCRCFP[i]); | |
| } | |
| } | |
| } | |
| void PlayerData::unpackData(BitStream* stream) | |
| { | |
| Parent::unpackData(stream); | |
| renderFirstPerson = stream->readFlag(); | |
| firstPersonShadows = stream->readFlag(); | |
| stream->read(&minLookAngle); | |
| stream->read(&maxLookAngle); | |
| stream->read(&maxFreelookAngle); | |
| stream->read(&maxTimeScale); | |
| stream->read(&mass); | |
| stream->read(&maxEnergy); | |
| stream->read(&drag); | |
| stream->read(&density); | |
| stream->read(&maxStepHeight); | |
| stream->read(&runForce); | |
| stream->read(&runEnergyDrain); | |
| stream->read(&minRunEnergy); | |
| stream->read(&maxForwardSpeed); | |
| stream->read(&maxBackwardSpeed); | |
| stream->read(&maxSideSpeed); | |
| stream->read(&runSurfaceAngle); | |
| stream->read(&fallingSpeedThreshold); | |
| stream->read(&recoverDelay); | |
| stream->read(&recoverRunForceScale); | |
| stream->read(&landSequenceTime); | |
| stream->read(&transitionToLand); | |
| // Jumping | |
| stream->read(&jumpForce); | |
| stream->read(&jumpEnergyDrain); | |
| stream->read(&minJumpEnergy); | |
| stream->read(&minJumpSpeed); | |
| stream->read(&maxJumpSpeed); | |
| stream->read(&jumpSurfaceAngle); | |
| jumpDelay = stream->readInt(JumpDelayBits); | |
| // Sprinting | |
| stream->read(&sprintForce); | |
| stream->read(&sprintEnergyDrain); | |
| stream->read(&minSprintEnergy); | |
| stream->read(&maxSprintForwardSpeed); | |
| stream->read(&maxSprintBackwardSpeed); | |
| stream->read(&maxSprintSideSpeed); | |
| stream->read(&sprintStrafeScale); | |
| stream->read(&sprintYawScale); | |
| stream->read(&sprintPitchScale); | |
| sprintCanJump = stream->readFlag(); | |
| // Swimming | |
| stream->read(&swimForce); | |
| stream->read(&maxUnderwaterForwardSpeed); | |
| stream->read(&maxUnderwaterBackwardSpeed); | |
| stream->read(&maxUnderwaterSideSpeed); | |
| // Crouching | |
| stream->read(&crouchForce); | |
| stream->read(&maxCrouchForwardSpeed); | |
| stream->read(&maxCrouchBackwardSpeed); | |
| stream->read(&maxCrouchSideSpeed); | |
| // Prone | |
| stream->read(&proneForce); | |
| stream->read(&maxProneForwardSpeed); | |
| stream->read(&maxProneBackwardSpeed); | |
| stream->read(&maxProneSideSpeed); | |
| // Jetting | |
| stream->read(&jetJumpForce); | |
| stream->read(&jetJumpEnergyDrain); | |
| stream->read(&jetMinJumpEnergy); | |
| stream->read(&jetMinJumpSpeed); | |
| stream->read(&jetMaxJumpSpeed); | |
| stream->read(&jetJumpSurfaceAngle); | |
| stream->read(&horizMaxSpeed); | |
| stream->read(&horizResistSpeed); | |
| stream->read(&horizResistFactor); | |
| stream->read(&upMaxSpeed); | |
| stream->read(&upResistSpeed); | |
| stream->read(&upResistFactor); | |
| stream->read(&splashVelocity); | |
| stream->read(&splashAngle); | |
| stream->read(&splashFreqMod); | |
| stream->read(&splashVelEpsilon); | |
| stream->read(&bubbleEmitTime); | |
| stream->read(&medSplashSoundVel); | |
| stream->read(&hardSplashSoundVel); | |
| stream->read(&exitSplashSoundVel); | |
| stream->read(&footSplashHeight); | |
| stream->read(&minImpactSpeed); | |
| stream->read(&minLateralImpactSpeed); | |
| for( U32 i = 0; i < MaxSounds; i++) | |
| sfxRead( stream, &sound[ i ] ); | |
| mathRead(*stream, &boxSize); | |
| mathRead(*stream, &crouchBoxSize); | |
| mathRead(*stream, &proneBoxSize); | |
| mathRead(*stream, &swimBoxSize); | |
| if( stream->readFlag() ) | |
| { | |
| footPuffID = (S32) stream->readRangedU32(DataBlockObjectIdFirst, DataBlockObjectIdLast); | |
| } | |
| stream->read(&footPuffNumParts); | |
| stream->read(&footPuffRadius); | |
| if( stream->readFlag() ) | |
| { | |
| decalID = (S32) stream->readRangedU32(DataBlockObjectIdFirst, DataBlockObjectIdLast); | |
| } | |
| stream->read(&decalOffset); | |
| if( stream->readFlag() ) | |
| { | |
| dustID = (S32) stream->readRangedU32(DataBlockObjectIdFirst, DataBlockObjectIdLast); | |
| } | |
| if (stream->readFlag()) | |
| { | |
| splashId = stream->readRangedU32( DataBlockObjectIdFirst, DataBlockObjectIdLast ); | |
| } | |
| for( U32 i=0; i<NUM_SPLASH_EMITTERS; i++ ) | |
| { | |
| if( stream->readFlag() ) | |
| { | |
| splashEmitterIDList[i] = stream->readRangedU32( DataBlockObjectIdFirst, DataBlockObjectIdLast ); | |
| } | |
| } | |
| stream->read(&groundImpactMinSpeed); | |
| stream->read(&groundImpactShakeFreq.x); | |
| stream->read(&groundImpactShakeFreq.y); | |
| stream->read(&groundImpactShakeFreq.z); | |
| stream->read(&groundImpactShakeAmp.x); | |
| stream->read(&groundImpactShakeAmp.y); | |
| stream->read(&groundImpactShakeAmp.z); | |
| stream->read(&groundImpactShakeDuration); | |
| stream->read(&groundImpactShakeFalloff); | |
| // Air control | |
| stream->read(&airControl); | |
| // Jump off at normal | |
| jumpTowardsNormal = stream->readFlag(); | |
| physicsPlayerType = stream->readSTString(); | |
| // Third person mounted image shapes | |
| imageAnimPrefix = stream->readSTString(); | |
| allowImageStateAnimation = stream->readFlag(); | |
| // First person mounted image shapes | |
| imageAnimPrefixFP = stream->readSTString(); | |
| for (U32 i=0; i<ShapeBase::MaxMountedImages; ++i) | |
| { | |
| shapeNameFP[i] = stream->readSTString(); | |
| // computeCRC is handled in ShapeBaseData | |
| if (computeCRC) | |
| { | |
| stream->read(&(mCRCFP[i])); | |
| } | |
| } | |
| } | |
| //---------------------------------------------------------------------------- | |
| //---------------------------------------------------------------------------- | |
| ImplementEnumType( PlayerPose, | |
| "@brief The pose of the Player.\n\n" | |
| "@ingroup gameObjects\n\n") | |
| { Player::StandPose, "Stand", "Standard movement pose.\n" }, | |
| { Player::SprintPose, "Sprint", "Sprinting pose.\n" }, | |
| { Player::CrouchPose, "Crouch", "Crouch pose.\n" }, | |
| { Player::PronePose, "Prone", "Prone pose.\n" }, | |
| { Player::SwimPose, "Swim", "Swimming pose.\n" }, | |
| EndImplementEnumType; | |
| //---------------------------------------------------------------------------- | |
| IMPLEMENT_CO_NETOBJECT_V1(Player); | |
| ConsoleDocClass( Player, | |
| "@ingroup gameObjects\n" | |
| ); | |
| F32 Player::mGravity = -20; | |
| //---------------------------------------------------------------------------- | |
| Player::Player() | |
| { | |
| mTypeMask |= PlayerObjectType | DynamicShapeObjectType; | |
| delta.pos = mAnchorPoint = Point3F(0,0,100); | |
| delta.rot = delta.head = Point3F(0,0,0); | |
| delta.rotOffset.set(0.0f,0.0f,0.0f); | |
| delta.warpOffset.set(0.0f,0.0f,0.0f); | |
| delta.posVec.set(0.0f,0.0f,0.0f); | |
| delta.rotVec.set(0.0f,0.0f,0.0f); | |
| delta.headVec.set(0.0f,0.0f,0.0f); | |
| delta.warpTicks = 0; | |
| delta.dt = 1.0f; | |
| delta.move = NullMove; | |
| mPredictionCount = sMaxPredictionTicks; | |
| mObjToWorld.setColumn(3,delta.pos); | |
| mRot = delta.rot; | |
| mHead = delta.head; | |
| mVelocity.set(0.0f, 0.0f, 0.0f); | |
| mDataBlock = 0; | |
| mHeadHThread = mHeadVThread = mRecoilThread = mImageStateThread = 0; | |
| mArmAnimation.action = PlayerData::NullAnimation; | |
| mArmAnimation.thread = 0; | |
| mActionAnimation.action = PlayerData::NullAnimation; | |
| mActionAnimation.thread = 0; | |
| mActionAnimation.delayTicks = 0; | |
| mActionAnimation.forward = true; | |
| mActionAnimation.firstPerson = false; | |
| //mActionAnimation.time = 1.0f; //ActionAnimation::Scale; | |
| mActionAnimation.waitForEnd = false; | |
| mActionAnimation.holdAtEnd = false; | |
| mActionAnimation.animateOnServer = false; | |
| mActionAnimation.atEnd = false; | |
| mState = MoveState; | |
| mJetting = false; | |
| mFalling = false; | |
| mSwimming = false; | |
| mInWater = false; | |
| mPose = StandPose; | |
| mContactTimer = 0; | |
| mJumpDelay = 0; | |
| mJumpSurfaceLastContact = 0; | |
| mJumpSurfaceNormal.set(0.0f, 0.0f, 1.0f); | |
| mControlObject = 0; | |
| dMemset( mSplashEmitter, 0, sizeof( mSplashEmitter ) ); | |
| mUseHeadZCalc = true; | |
| allowAllPoses(); | |
| mImpactSound = 0; | |
| mRecoverTicks = 0; | |
| mReversePending = 0; | |
| mLastPos.set( 0.0f, 0.0f, 0.0f ); | |
| mMoveBubbleSound = 0; | |
| mWaterBreathSound = 0; | |
| mConvex.init(this); | |
| mWorkingQueryBox.minExtents.set(-1e9f, -1e9f, -1e9f); | |
| mWorkingQueryBox.maxExtents.set(-1e9f, -1e9f, -1e9f); | |
| mWeaponBackFraction = 0.0f; | |
| mInMissionArea = true; | |
| mBubbleEmitterTime = 10.0; | |
| mLastWaterPos.set( 0.0, 0.0, 0.0 ); | |
| mMountPending = 0; | |
| mPhysicsRep = NULL; | |
| for (U32 i=0; i<ShapeBase::MaxMountedImages; ++i) | |
| { | |
| mShapeFPInstance[i] = 0; | |
| mShapeFPAmbientThread[i] = 0; | |
| mShapeFPVisThread[i] = 0; | |
| mShapeFPAnimThread[i] = 0; | |
| mShapeFPFlashThread[i] = 0; | |
| mShapeFPSpinThread[i] = 0; | |
| } | |
| mLastAbsoluteYaw = 0.0f; | |
| mLastAbsolutePitch = 0.0f; | |
| } | |
| Player::~Player() | |
| { | |
| for (U32 i=0; i<ShapeBase::MaxMountedImages; ++i) | |
| { | |
| delete mShapeFPInstance[i]; | |
| mShapeFPInstance[i] = 0; | |
| } | |
| } | |
| //---------------------------------------------------------------------------- | |
| bool Player::onAdd() | |
| { | |
| ActionAnimation serverAnim = mActionAnimation; | |
| if(!Parent::onAdd() || !mDataBlock) | |
| return false; | |
| mWorkingQueryBox.minExtents.set(-1e9f, -1e9f, -1e9f); | |
| mWorkingQueryBox.maxExtents.set(-1e9f, -1e9f, -1e9f); | |
| addToScene(); | |
| // Make sure any state and animation passed from the server | |
| // in the initial update is set correctly. | |
| ActionState state = mState; | |
| mState = NullState; | |
| setState(state); | |
| setPose(StandPose); | |
| if (serverAnim.action != PlayerData::NullAnimation) | |
| { | |
| setActionThread(serverAnim.action, true, serverAnim.holdAtEnd, true, false, true); | |
| if (serverAnim.atEnd) | |
| { | |
| mShapeInstance->clearTransition(mActionAnimation.thread); | |
| mShapeInstance->setPos(mActionAnimation.thread, | |
| mActionAnimation.forward ? 1.0f : 0.0f); | |
| if (inDeathAnim()) | |
| mDeath.lastPos = 1.0f; | |
| } | |
| // We have to leave them sitting for a while since mounts don't come through right | |
| // away (and sometimes not for a while). Still going to let this time out because | |
| // I'm not sure if we're guaranteed another anim will come through and cancel. | |
| if (!isServerObject() && inSittingAnim()) | |
| mMountPending = (S32) sMountPendingTickWait; | |
| else | |
| mMountPending = 0; | |
| } | |
| if (mArmAnimation.action != PlayerData::NullAnimation) | |
| setArmThread(mArmAnimation.action); | |
| // | |
| if (isServerObject()) | |
| { | |
| scriptOnAdd(); | |
| } | |
| else | |
| { | |
| U32 i; | |
| for( i=0; i<PlayerData::NUM_SPLASH_EMITTERS; i++ ) | |
| { | |
| if ( mDataBlock->splashEmitterList[i] ) | |
| { | |
| mSplashEmitter[i] = new ParticleEmitter; | |
| mSplashEmitter[i]->onNewDataBlock( mDataBlock->splashEmitterList[i], false ); | |
| if( !mSplashEmitter[i]->registerObject() ) | |
| { | |
| Con::warnf( ConsoleLogEntry::General, "Could not register splash emitter for class: %s", mDataBlock->getName() ); | |
| mSplashEmitter[i].getPointer()->destroySelf(); | |
| mSplashEmitter[i] = NULL; | |
| } | |
| } | |
| } | |
| mLastWaterPos = getPosition(); | |
| // clear out all camera effects | |
| gCamFXMgr.clear(); | |
| } | |
| if ( PHYSICSMGR ) | |
| { | |
| PhysicsWorld *world = PHYSICSMGR->getWorld( isServerObject() ? "server" : "client" ); | |
| mPhysicsRep = PHYSICSMGR->createPlayer(); | |
| mPhysicsRep->init( mDataBlock->physicsPlayerType, | |
| mDataBlock->boxSize, | |
| mDataBlock->runSurfaceCos, | |
| mDataBlock->maxStepHeight, | |
| this, | |
| world ); | |
| mPhysicsRep->setTransform( getTransform() ); | |
| } | |
| return true; | |
| } | |
| void Player::onRemove() | |
| { | |
| setControlObject(0); | |
| scriptOnRemove(); | |
| removeFromScene(); | |
| U32 i; | |
| for( i=0; i<PlayerData::NUM_SPLASH_EMITTERS; i++ ) | |
| { | |
| if( mSplashEmitter[i] ) | |
| { | |
| mSplashEmitter[i]->deleteWhenEmpty(); | |
| mSplashEmitter[i] = NULL; | |
| } | |
| } | |
| mWorkingQueryBox.minExtents.set(-1e9f, -1e9f, -1e9f); | |
| mWorkingQueryBox.maxExtents.set(-1e9f, -1e9f, -1e9f); | |
| SAFE_DELETE( mPhysicsRep ); | |
| Parent::onRemove(); | |
| } | |
| void Player::onScaleChanged() | |
| { | |
| const Point3F& scale = getScale(); | |
| mScaledBox = mObjBox; | |
| mScaledBox.minExtents.convolve( scale ); | |
| mScaledBox.maxExtents.convolve( scale ); | |
| } | |
| //---------------------------------------------------------------------------- | |
| bool Player::onNewDataBlock( GameBaseData *dptr, bool reload ) | |
| { | |
| PlayerData* prevData = mDataBlock; | |
| mDataBlock = dynamic_cast<PlayerData*>(dptr); | |
| if ( !mDataBlock || !Parent::onNewDataBlock( dptr, reload ) ) | |
| return false; | |
| // Player requires a shape instance. | |
| if ( mShapeInstance == NULL ) | |
| return false; | |
| // Initialize arm thread, preserve arm sequence from last datablock. | |
| // Arm animation can be from last datablock, or sent from the server. | |
| U32 prevAction = mArmAnimation.action; | |
| mArmAnimation.action = PlayerData::NullAnimation; | |
| if (mDataBlock->lookAction) { | |
| mArmAnimation.thread = mShapeInstance->addThread(); | |
| mShapeInstance->setTimeScale(mArmAnimation.thread,0); | |
| if (prevData) { | |
| if (prevAction != prevData->lookAction && prevAction != PlayerData::NullAnimation) | |
| setArmThread(prevData->actionList[prevAction].name); | |
| prevAction = PlayerData::NullAnimation; | |
| } | |
| if (mArmAnimation.action == PlayerData::NullAnimation) { | |
| mArmAnimation.action = (prevAction != PlayerData::NullAnimation)? | |
| prevAction: mDataBlock->lookAction; | |
| mShapeInstance->setSequence(mArmAnimation.thread, | |
| mDataBlock->actionList[mArmAnimation.action].sequence,0); | |
| } | |
| } | |
| else | |
| mArmAnimation.thread = 0; | |
| // Initialize head look thread | |
| TSShape const* shape = mShapeInstance->getShape(); | |
| S32 headSeq = shape->findSequence("head"); | |
| if (headSeq != -1) { | |
| mHeadVThread = mShapeInstance->addThread(); | |
| mShapeInstance->setSequence(mHeadVThread,headSeq,0); | |
| mShapeInstance->setTimeScale(mHeadVThread,0); | |
| } | |
| else | |
| mHeadVThread = 0; | |
| headSeq = shape->findSequence("headside"); | |
| if (headSeq != -1) { | |
| mHeadHThread = mShapeInstance->addThread(); | |
| mShapeInstance->setSequence(mHeadHThread,headSeq,0); | |
| mShapeInstance->setTimeScale(mHeadHThread,0); | |
| } | |
| else | |
| mHeadHThread = 0; | |
| // Create Recoil thread if any recoil sequences are specified. | |
| // Note that the server player does not play this animation. | |
| mRecoilThread = 0; | |
| if (isGhost()) | |
| for (U32 s = 0; s < PlayerData::NumRecoilSequences; s++) | |
| if (mDataBlock->recoilSequence[s] != -1) { | |
| mRecoilThread = mShapeInstance->addThread(); | |
| mShapeInstance->setSequence(mRecoilThread, mDataBlock->recoilSequence[s], 0); | |
| mShapeInstance->setTimeScale(mRecoilThread, 0); | |
| break; | |
| } | |
| // Reset the image state driven animation thread. This will be properly built | |
| // in onImageStateAnimation() when needed. | |
| mImageStateThread = 0; | |
| // Initialize the primary thread, the actual sequence is | |
| // set later depending on player actions. | |
| mActionAnimation.action = PlayerData::NullAnimation; | |
| mActionAnimation.thread = mShapeInstance->addThread(); | |
| updateAnimationTree(!isGhost()); | |
| // First person mounted image shapes. Only on client. | |
| if ( isGhost() ) | |
| { | |
| for (U32 i=0; i<ShapeBase::MaxMountedImages; ++i) | |
| { | |
| if (bool(mDataBlock->mShapeFP[i])) | |
| { | |
| mShapeFPInstance[i] = new TSShapeInstance(mDataBlock->mShapeFP[i], isClientObject()); | |
| mShapeFPInstance[i]->cloneMaterialList(); | |
| // Ambient animation | |
| if (mShapeFPAmbientThread[i]) | |
| { | |
| S32 seq = mShapeFPInstance[i]->getShape()->findSequence("ambient"); | |
| if (seq != -1) | |
| { | |
| mShapeFPAmbientThread[i] = mShapeFPInstance[i]->addThread(); | |
| mShapeFPInstance[i]->setTimeScale(mShapeFPAmbientThread[i], 1); | |
| mShapeFPInstance[i]->setSequence(mShapeFPAmbientThread[i], seq, 0); | |
| } | |
| } | |
| // Standard state animation | |
| mShapeFPAnimThread[i] = mShapeFPInstance[i]->addThread(); | |
| if (mShapeFPAnimThread[i]) | |
| { | |
| mShapeFPInstance[i]->setTimeScale(mShapeFPAnimThread[i],0); | |
| } | |
| } | |
| } | |
| } | |
| if ( isGhost() ) | |
| { | |
| // Create the sounds ahead of time. This reduces runtime | |
| // costs and makes the system easier to understand. | |
| SFX_DELETE( mMoveBubbleSound ); | |
| SFX_DELETE( mWaterBreathSound ); | |
| if ( mDataBlock->sound[PlayerData::MoveBubbles] ) | |
| mMoveBubbleSound = SFX->createSource( mDataBlock->sound[PlayerData::MoveBubbles] ); | |
| if ( mDataBlock->sound[PlayerData::WaterBreath] ) | |
| mWaterBreathSound = SFX->createSource( mDataBlock->sound[PlayerData::WaterBreath] ); | |
| } | |
| mObjBox.maxExtents.x = mDataBlock->boxSize.x * 0.5f; | |
| mObjBox.maxExtents.y = mDataBlock->boxSize.y * 0.5f; | |
| mObjBox.maxExtents.z = mDataBlock->boxSize.z; | |
| mObjBox.minExtents.x = -mObjBox.maxExtents.x; | |
| mObjBox.minExtents.y = -mObjBox.maxExtents.y; | |
| mObjBox.minExtents.z = 0.0f; | |
| // Setup the box for our convex object... | |
| mObjBox.getCenter(&mConvex.mCenter); | |
| mConvex.mSize.x = mObjBox.len_x() / 2.0f; | |
| mConvex.mSize.y = mObjBox.len_y() / 2.0f; | |
| mConvex.mSize.z = mObjBox.len_z() / 2.0f; | |
| // Initialize our scaled attributes as well | |
| onScaleChanged(); | |
| resetWorldBox(); | |
| scriptOnNewDataBlock(); | |
| return true; | |
| } | |
| //---------------------------------------------------------------------------- | |
| void Player::reSkin() | |
| { | |
| if ( isGhost() && mShapeInstance && mSkinNameHandle.isValidString() ) | |
| { | |
| Vector<String> skins; | |
| String(mSkinNameHandle.getString()).split( ";", skins ); | |
| for ( int i = 0; i < skins.size(); i++ ) | |
| { | |
| String oldSkin( mAppliedSkinName.c_str() ); | |
| String newSkin( skins[i] ); | |
| // Check if the skin handle contains an explicit "old" base string. This | |
| // allows all models to support skinning, even if they don't follow the | |
| // "base_xxx" material naming convention. | |
| S32 split = newSkin.find( '=' ); // "old=new" format skin? | |
| if ( split != String::NPos ) | |
| { | |
| oldSkin = newSkin.substr( 0, split ); | |
| newSkin = newSkin.erase( 0, split+1 ); | |
| } | |
| // Apply skin to both 3rd person and 1st person shape instances | |
| mShapeInstance->reSkin( newSkin, oldSkin ); | |
| for ( int j = 0; j < ShapeBase::MaxMountedImages; j++ ) | |
| { | |
| if (mShapeFPInstance[j]) | |
| mShapeFPInstance[j]->reSkin( newSkin, oldSkin ); | |
| } | |
| mAppliedSkinName = newSkin; | |
| } | |
| } | |
| } | |
| //---------------------------------------------------------------------------- | |
| void Player::setControllingClient(GameConnection* client) | |
| { | |
| Parent::setControllingClient(client); | |
| if (mControlObject) | |
| mControlObject->setControllingClient(client); | |
| } | |
| void Player::setControlObject(ShapeBase* obj) | |
| { | |
| if (mControlObject == obj) | |
| return; | |
| if (mControlObject) { | |
| mControlObject->setControllingObject(0); | |
| mControlObject->setControllingClient(0); | |
| } | |
| if (obj == this || obj == 0) | |
| mControlObject = 0; | |
| else { | |
| if (ShapeBase* coo = obj->getControllingObject()) | |
| coo->setControlObject(0); | |
| if (GameConnection* con = obj->getControllingClient()) | |
| con->setControlObject(0); | |
| mControlObject = obj; | |
| mControlObject->setControllingObject(this); | |
| mControlObject->setControllingClient(getControllingClient()); | |
| } | |
| } | |
| void Player::onCameraScopeQuery(NetConnection *connection, CameraScopeQuery *query) | |
| { | |
| // First, we are certainly in scope, and whatever we're riding is too... | |
| if(mControlObject.isNull() || mControlObject == mMount.object) | |
| Parent::onCameraScopeQuery(connection, query); | |
| else | |
| { | |
| connection->objectInScope(this); | |
| if (isMounted()) | |
| connection->objectInScope(mMount.object); | |
| mControlObject->onCameraScopeQuery(connection, query); | |
| } | |
| } | |
| ShapeBase* Player::getControlObject() | |
| { | |
| return mControlObject; | |
| } | |
| void Player::processTick(const Move* move) | |
| { | |
| PROFILE_SCOPE(Player_ProcessTick); | |
| bool prevMoveMotion = mMoveMotion; | |
| Pose prevPose = getPose(); | |
| // If we're not being controlled by a client, let the | |
| // AI sub-module get a chance at producing a move. | |
| Move aiMove; | |
| if (!move && isServerObject() && getAIMove(&aiMove)) | |
| move = &aiMove; | |
| // Manage the control object and filter moves for the player | |
| Move pMove,cMove; | |
| if (mControlObject) { | |
| if (!move) | |
| mControlObject->processTick(0); | |
| else { | |
| pMove = NullMove; | |
| cMove = *move; | |
| //if (isMounted()) { | |
| // Filter Jump trigger if mounted | |
| //pMove.trigger[2] = move->trigger[2]; | |
| //cMove.trigger[2] = false; | |
| //} | |
| if (move->freeLook) { | |
| // Filter yaw/picth/roll when freelooking. | |
| pMove.yaw = move->yaw; | |
| pMove.pitch = move->pitch; | |
| pMove.roll = move->roll; | |
| pMove.freeLook = true; | |
| cMove.freeLook = false; | |
| cMove.yaw = cMove.pitch = cMove.roll = 0.0f; | |
| } | |
| mControlObject->processTick((mDamageState == Enabled)? &cMove: &NullMove); | |
| move = &pMove; | |
| } | |
| } | |
| Parent::processTick(move); | |
| // Warp to catch up to server | |
| if (delta.warpTicks > 0) { | |
| delta.warpTicks--; | |
| // Set new pos | |
| getTransform().getColumn(3, &delta.pos); | |
| delta.pos += delta.warpOffset; | |
| delta.rot += delta.rotOffset; | |
| // Wrap yaw to +/-PI | |
| if (delta.rot.z < - M_PI_F) | |
| delta.rot.z += M_2PI_F; | |
| else if (delta.rot.z > M_PI_F) | |
| delta.rot.z -= M_2PI_F; | |
| setPosition(delta.pos,delta.rot); | |
| updateDeathOffsets(); | |
| updateLookAnimation(); | |
| // Backstepping | |
| delta.posVec = -delta.warpOffset; | |
| delta.rotVec = -delta.rotOffset; | |
| } | |
| else { | |
| // If there is no move, the player is either an | |
| // unattached player on the server, or a player's | |
| // client ghost. | |
| if (!move) { | |
| if (isGhost()) { | |
| // If we haven't run out of prediction time, | |
| // predict using the last known move. | |
| if (mPredictionCount-- <= 0) | |
| return; | |
| move = &delta.move; | |
| } | |
| else | |
| move = &NullMove; | |
| } | |
| if (!isGhost()) | |
| updateAnimation(TickSec); | |
| PROFILE_START(Player_PhysicsSection); | |
| if ( isServerObject() || didRenderLastRender() || getControllingClient() ) | |
| { | |
| if ( !mPhysicsRep ) | |
| { | |
| if ( isMounted() ) | |
| { | |
| // If we're mounted then do not perform any collision checks | |
| // and clear our previous working list. | |
| mConvex.clearWorkingList(); | |
| } | |
| else | |
| { | |
| updateWorkingCollisionSet(); | |
| } | |
| } | |
| updateState(); | |
| updateMove(move); | |
| updateLookAnimation(); | |
| updateDeathOffsets(); | |
| updatePos(); | |
| } | |
| PROFILE_END(); | |
| if (!isGhost()) | |
| { | |
| // Animations are advanced based on frame rate on the | |
| // client and must be ticked on the server. | |
| updateActionThread(); | |
| updateAnimationTree(true); | |
| // Check for sprinting motion changes | |
| Pose currentPose = getPose(); | |
| // Player has just switched into Sprint pose and is moving | |
| if (currentPose == SprintPose && prevPose != SprintPose && mMoveMotion) | |
| { | |
| mDataBlock->onStartSprintMotion_callback( this ); | |
| } | |
| // Player has just switched out of Sprint pose and is moving, or was just moving | |
| else if (currentPose != SprintPose && prevPose == SprintPose && (mMoveMotion || prevMoveMotion)) | |
| { | |
| mDataBlock->onStopSprintMotion_callback( this ); | |
| } | |
| // Player is in Sprint pose and has modified their motion | |
| else if (currentPose == SprintPose && prevMoveMotion != mMoveMotion) | |
| { | |
| if (mMoveMotion) | |
| { | |
| mDataBlock->onStartSprintMotion_callback( this ); | |
| } | |
| else | |
| { | |
| mDataBlock->onStopSprintMotion_callback( this ); | |
| } | |
| } | |
| } | |
| } | |
| } | |
| void Player::interpolateTick(F32 dt) | |
| { | |
| if (mControlObject) | |
| mControlObject->interpolateTick(dt); | |
| // Client side interpolation | |
| Parent::interpolateTick(dt); | |
| Point3F pos = delta.pos + delta.posVec * dt; | |
| Point3F rot = delta.rot + delta.rotVec * dt; | |
| setRenderPosition(pos,rot,dt); | |
| /* | |
| // apply camera effects - is this the best place? - bramage | |
| GameConnection* connection = GameConnection::getConnectionToServer(); | |
| if( connection->isFirstPerson() ) | |
| { | |
| ShapeBase *obj = dynamic_cast<ShapeBase*>(connection->getControlObject()); | |
| if( obj == this ) | |
| { | |
| MatrixF curTrans = getRenderTransform(); | |
| curTrans.mul( gCamFXMgr.getTrans() ); | |
| Parent::setRenderTransform( curTrans ); | |
| } | |
| } | |
| */ | |
| updateLookAnimation(dt); | |
| delta.dt = dt; | |
| } | |
| void Player::advanceTime(F32 dt) | |
| { | |
| // Client side animations | |
| Parent::advanceTime(dt); | |
| updateActionThread(); | |
| updateAnimation(dt); | |
| updateSplash(); | |
| updateFroth(dt); | |
| updateWaterSounds(dt); | |
| mLastPos = getPosition(); | |
| if (mImpactSound) | |
| playImpactSound(); | |
| // update camera effects. Definitely need to find better place for this - bramage | |
| if( isControlObject() ) | |
| { | |
| if( mDamageState == Disabled || mDamageState == Destroyed ) | |
| { | |
| // clear out all camera effects being applied to player if dead | |
| gCamFXMgr.clear(); | |
| } | |
| } | |
| } | |
| bool Player::getAIMove(Move* move) | |
| { | |
| return false; | |
| } | |
| void Player::setState(ActionState state, U32 recoverTicks) | |
| { | |
| if (state != mState) { | |
| // Skip initialization if there is no manager, the state | |
| // will get reset when the object is added to a manager. | |
| if (isProperlyAdded()) { | |
| switch (state) { | |
| case RecoverState: { | |
| if (mDataBlock->landSequenceTime > 0.0f) | |
| { | |
| // Use the land sequence as the basis for the recovery | |
| setActionThread(PlayerData::LandAnim, true, false, true, true); | |
| F32 timeScale = mShapeInstance->getDuration(mActionAnimation.thread) / mDataBlock->landSequenceTime; | |
| mShapeInstance->setTimeScale(mActionAnimation.thread,timeScale); | |
| mRecoverDelay = mDataBlock->landSequenceTime; | |
| } | |
| else | |
| { | |
| // Legacy recover system | |
| mRecoverTicks = recoverTicks; | |
| mReversePending = U32(F32(mRecoverTicks) / sLandReverseScale); | |
| setActionThread(PlayerData::LandAnim, true, false, true, true); | |
| } | |
| break; | |
| } | |
| default: | |
| break; | |
| } | |
| } | |
| mState = state; | |
| } | |
| } | |
| void Player::updateState() | |
| { | |
| switch (mState) | |
| { | |
| case RecoverState: | |
| if (mDataBlock->landSequenceTime > 0.0f) | |
| { | |
| // Count down the land time | |
| mRecoverDelay -= TickSec; | |
| if (mRecoverDelay <= 0.0f) | |
| { | |
| setState(MoveState); | |
| } | |
| } | |
| else | |
| { | |
| // Legacy recover system | |
| if (mRecoverTicks-- <= 0) | |
| { | |
| if (mReversePending && mActionAnimation.action != PlayerData::NullAnimation) | |
| { | |
| // this serves and counter, and direction state | |
| mRecoverTicks = mReversePending; | |
| mActionAnimation.forward = false; | |
| S32 seq = mDataBlock->actionList[mActionAnimation.action].sequence; | |
| S32 imageBasedSeq = convertActionToImagePrefix(mActionAnimation.action); | |
| if (imageBasedSeq != -1) | |
| seq = imageBasedSeq; | |
| F32 pos = mShapeInstance->getPos(mActionAnimation.thread); | |
| mShapeInstance->setTimeScale(mActionAnimation.thread, -sLandReverseScale); | |
| mShapeInstance->transitionToSequence(mActionAnimation.thread, | |
| seq, pos, sAnimationTransitionTime, true); | |
| mReversePending = 0; | |
| } | |
| else | |
| { | |
| setState(MoveState); | |
| } | |
| } // Stand back up slowly only if not moving much- | |
| else if (!mReversePending && mVelocity.lenSquared() > sSlowStandThreshSquared) | |
| { | |
| mActionAnimation.waitForEnd = false; | |
| setState(MoveState); | |
| } | |
| } | |
| break; | |
| default: | |
| break; | |
| } | |
| } | |
| const char* Player::getStateName() | |
| { | |
| if (mDamageState != Enabled) | |
| return "Dead"; | |
| if (isMounted()) | |
| return "Mounted"; | |
| if (mState == RecoverState) | |
| return "Recover"; | |
| return "Move"; | |
| } | |
| void Player::getDamageLocation(const Point3F& in_rPos, const char *&out_rpVert, const char *&out_rpQuad) | |
| { | |
| // TODO: This will be WRONG when player is prone or swimming! | |
| Point3F newPoint; | |
| mWorldToObj.mulP(in_rPos, &newPoint); | |
| Point3F boxSize = mObjBox.getExtents(); | |
| F32 zHeight = boxSize.z; | |
| F32 zTorso = mDataBlock->boxTorsoPercentage; | |
| F32 zHead = mDataBlock->boxHeadPercentage; | |
| zTorso *= zHeight; | |
| zHead *= zHeight; | |
| if (newPoint.z <= zTorso) | |
| out_rpVert = "legs"; | |
| else if (newPoint.z <= zHead) | |
| out_rpVert = "torso"; | |
| else | |
| out_rpVert = "head"; | |
| if(dStrcmp(out_rpVert, "head") != 0) | |
| { | |
| if (newPoint.y >= 0.0f) | |
| { | |
| if (newPoint.x <= 0.0f) | |
| out_rpQuad = "front_left"; | |
| else | |
| out_rpQuad = "front_right"; | |
| } | |
| else | |
| { | |
| if (newPoint.x <= 0.0f) | |
| out_rpQuad = "back_left"; | |
| else | |
| out_rpQuad = "back_right"; | |
| } | |
| } | |
| else | |
| { | |
| F32 backToFront = boxSize.x; | |
| F32 leftToRight = boxSize.y; | |
| F32 backPoint = backToFront * mDataBlock->boxHeadBackPercentage; | |
| F32 frontPoint = backToFront * mDataBlock->boxHeadFrontPercentage; | |
| F32 leftPoint = leftToRight * mDataBlock->boxHeadLeftPercentage; | |
| F32 rightPoint = leftToRight * mDataBlock->boxHeadRightPercentage; | |
| S32 index = 0; | |
| if (newPoint.y < backPoint) | |
| index += 0; | |
| else if (newPoint.y >= frontPoint) | |
| index += 3; | |
| else | |
| index += 6; | |
| if (newPoint.x < leftPoint) | |
| index += 0; | |
| else if (newPoint.x >= rightPoint) | |
| index += 1; | |
| else | |
| index += 2; | |
| switch (index) | |
| { | |
| case 0: out_rpQuad = "left_back"; break; | |
| case 1: out_rpQuad = "middle_back"; break; | |
| case 2: out_rpQuad = "right_back"; break; | |
| case 3: out_rpQuad = "left_middle"; break; | |
| case 4: out_rpQuad = "middle_middle"; break; | |
| case 5: out_rpQuad = "right_middle"; break; | |
| case 6: out_rpQuad = "left_front"; break; | |
| case 7: out_rpQuad = "middle_front"; break; | |
| case 8: out_rpQuad = "right_front"; break; | |
| default: | |
| AssertFatal(0, "Bad non-tant index"); | |
| }; | |
| } | |
| } | |
| const char* Player::getPoseName() const | |
| { | |
| return EngineMarshallData< PlayerPose >(getPose()); | |
| } | |
| void Player::setPose( Pose pose ) | |
| { | |
| // Already the set pose, return. | |
| if ( pose == mPose ) | |
| return; | |
| Pose oldPose = mPose; | |
| mPose = pose; | |
| // Not added yet, just assign the pose and return. | |
| if ( !isProperlyAdded() ) | |
| return; | |
| Point3F boxSize(1,1,1); | |
| // Resize the player boxes | |
| switch (pose) | |
| { | |
| case StandPose: | |
| case SprintPose: | |
| boxSize = mDataBlock->boxSize; | |
| break; | |
| case CrouchPose: | |
| boxSize = mDataBlock->crouchBoxSize; | |
| break; | |
| case PronePose: | |
| boxSize = mDataBlock->proneBoxSize; | |
| break; | |
| case SwimPose: | |
| boxSize = mDataBlock->swimBoxSize; | |
| break; | |
| } | |
| // Object and World Boxes... | |
| mObjBox.maxExtents.x = boxSize.x * 0.5f; | |
| mObjBox.maxExtents.y = boxSize.y * 0.5f; | |
| mObjBox.maxExtents.z = boxSize.z; | |
| mObjBox.minExtents.x = -mObjBox.maxExtents.x; | |
| mObjBox.minExtents.y = -mObjBox.maxExtents.y; | |
| mObjBox.minExtents.z = 0.0f; | |
| resetWorldBox(); | |
| // Setup the box for our convex object... | |
| mObjBox.getCenter(&mConvex.mCenter); | |
| mConvex.mSize.x = mObjBox.len_x() / 2.0f; | |
| mConvex.mSize.y = mObjBox.len_y() / 2.0f; | |
| mConvex.mSize.z = mObjBox.len_z() / 2.0f; | |
| // Initialize our scaled attributes as well... | |
| onScaleChanged(); | |
| // Resize the PhysicsPlayer rep. should we have one | |
| if ( mPhysicsRep ) | |
| mPhysicsRep->setSpacials( getPosition(), boxSize ); | |
| if ( isServerObject() ) | |
| mDataBlock->onPoseChange_callback( this, EngineMarshallData< PlayerPose >(oldPose), EngineMarshallData< PlayerPose >(mPose)); | |
| } | |
| void Player::allowAllPoses() | |
| { | |
| mAllowJumping = true; | |
| mAllowJetJumping = true; | |
| mAllowSprinting = true; | |
| mAllowCrouching = true; | |
| mAllowProne = true; | |
| mAllowSwimming = true; | |
| } | |
| void Player::updateMove(const Move* move) | |
| { | |
| delta.move = *move; | |
| // Is waterCoverage high enough to be 'swimming'? | |
| { | |
| bool swimming = mWaterCoverage > 0.65f && canSwim(); | |
| if ( swimming != mSwimming ) | |
| { | |
| if ( !isGhost() ) | |
| { | |
| if ( swimming ) | |
| mDataBlock->onStartSwim_callback( this ); | |
| else | |
| mDataBlock->onStopSwim_callback( this ); | |
| } | |
| mSwimming = swimming; | |
| } | |
| } | |
| // Trigger images | |
| if (mDamageState == Enabled) | |
| { | |
| setImageTriggerState( 0, move->trigger[sImageTrigger0] ); | |
| // If you have a secondary mounted image then | |
| // send the second trigger to it. Else give it | |
| // to the first image as an alt fire. | |
| if ( getMountedImage( 1 ) ) | |
| setImageTriggerState( 1, move->trigger[sImageTrigger1] ); | |
| else | |
| setImageAltTriggerState( 0, move->trigger[sImageTrigger1] ); | |
| } | |
| // Update current orientation | |
| if (mDamageState == Enabled) { | |
| F32 prevZRot = mRot.z; | |
| delta.headVec = mHead; | |
| bool doStandardMove = true; | |
| GameConnection* con = getControllingClient(); | |
| #ifdef TORQUE_EXTENDED_MOVE | |
| // Work with an absolute rotation from the ExtendedMove class? | |
| if(con && con->getControlSchemeAbsoluteRotation()) | |
| { | |
| doStandardMove = false; | |
| const ExtendedMove* emove = dynamic_cast<const ExtendedMove*>(move); | |
| U32 emoveIndex = smExtendedMoveHeadPosRotIndex; | |
| if(emoveIndex >= ExtendedMove::MaxPositionsRotations) | |
| emoveIndex = 0; | |
| if(emove->EulerBasedRotation[emoveIndex]) | |
| { | |
| // Head pitch | |
| mHead.x += (emove->rotX[emoveIndex] - mLastAbsolutePitch); | |
| // Do we also include the relative yaw value? | |
| if(con->getControlSchemeAddPitchToAbsRot()) | |
| { | |
| F32 x = move->pitch; | |
| if (x > M_PI_F) | |
| x -= M_2PI_F; | |
| mHead.x += x; | |
| } | |
| // Constrain the range of mHead.x | |
| while (mHead.x < -M_PI_F) | |
| mHead.x += M_2PI_F; | |
| while (mHead.x > M_PI_F) | |
| mHead.x -= M_2PI_F; | |
| // Rotate (heading) head or body? | |
| if (move->freeLook && ((isMounted() && getMountNode() == 0) || (con && !con->isFirstPerson()))) | |
| { | |
| // Rotate head | |
| mHead.z += (emove->rotZ[emoveIndex] - mLastAbsoluteYaw); | |
| // Do we also include the relative yaw value? | |
| if(con->getControlSchemeAddYawToAbsRot()) | |
| { | |
| F32 z = move->yaw; | |
| if (z > M_PI_F) | |
| z -= M_2PI_F; | |
| mHead.z += z; | |
| } | |
| // Constrain the range of mHead.z | |
| while (mHead.z < 0.0f) | |
| mHead.z += M_2PI_F; | |
| while (mHead.z > M_2PI_F) | |
| mHead.z -= M_2PI_F; | |
| } | |
| else | |
| { | |
| // Rotate body | |
| mRot.z += (emove->rotZ[emoveIndex] - mLastAbsoluteYaw); | |
| // Do we also include the relative yaw value? | |
| if(con->getControlSchemeAddYawToAbsRot()) | |
| { | |
| F32 z = move->yaw; | |
| if (z > M_PI_F) | |
| z -= M_2PI_F; | |
| mRot.z += z; | |
| } | |
| // Constrain the range of mRot.z | |
| while (mRot.z < 0.0f) | |
| mRot.z += M_2PI_F; | |
| while (mRot.z > M_2PI_F) | |
| mRot.z -= M_2PI_F; | |
| } | |
| mLastAbsoluteYaw = emove->rotZ[emoveIndex]; | |
| mLastAbsolutePitch = emove->rotX[emoveIndex]; | |
| // Head bank | |
| mHead.y = emove->rotY[emoveIndex]; | |
| // Constrain the range of mHead.y | |
| while (mHead.y > M_PI_F) | |
| mHead.y -= M_2PI_F; | |
| } | |
| } | |
| #endif | |
| if(doStandardMove) | |
| { | |
| F32 p = move->pitch * (mPose == SprintPose ? mDataBlock->sprintPitchScale : 1.0f); | |
| if (p > M_PI_F) | |
| p -= M_2PI_F; | |
| mHead.x = mClampF(mHead.x + p,mDataBlock->minLookAngle, | |
| mDataBlock->maxLookAngle); | |
| F32 y = move->yaw * (mPose == SprintPose ? mDataBlock->sprintYawScale : 1.0f); | |
| if (y > M_PI_F) | |
| y -= M_2PI_F; | |
| if (move->freeLook && ((isMounted() && getMountNode() == 0) || (con && !con->isFirstPerson()))) | |
| { | |
| mHead.z = mClampF(mHead.z + y, | |
| -mDataBlock->maxFreelookAngle, | |
| mDataBlock->maxFreelookAngle); | |
| } | |
| else | |
| { | |
| mRot.z += y; | |
| // Rotate the head back to the front, center horizontal | |
| // as well if we're controlling another object. | |
| mHead.z *= 0.5f; | |
| if (mControlObject) | |
| mHead.x *= 0.5f; | |
| } | |
| // constrain the range of mRot.z | |
| while (mRot.z < 0.0f) | |
| mRot.z += M_2PI_F; | |
| while (mRot.z > M_2PI_F) | |
| mRot.z -= M_2PI_F; | |
| } | |
| delta.rot = mRot; | |
| delta.rotVec.x = delta.rotVec.y = 0.0f; | |
| delta.rotVec.z = prevZRot - mRot.z; | |
| if (delta.rotVec.z > M_PI_F) | |
| delta.rotVec.z -= M_2PI_F; | |
| else if (delta.rotVec.z < -M_PI_F) | |
| delta.rotVec.z += M_2PI_F; | |
| delta.head = mHead; | |
| delta.headVec -= mHead; | |
| for(U32 i=0; i<3; ++i) | |
| { | |
| if (delta.headVec[i] > M_PI_F) | |
| delta.headVec[i] -= M_2PI_F; | |
| else if (delta.headVec[i] < -M_PI_F) | |
| delta.headVec[i] += M_2PI_F; | |
| } | |
| } | |
| MatrixF zRot; | |
| zRot.set(EulerF(0.0f, 0.0f, mRot.z)); | |
| // Desired move direction & speed | |
| VectorF moveVec; | |
| F32 moveSpeed; | |
| if ((mState == MoveState || (mState == RecoverState && mDataBlock->recoverRunForceScale > 0.0f)) && mDamageState == Enabled) | |
| { | |
| zRot.getColumn(0,&moveVec); | |
| moveVec *= (move->x * (mPose == SprintPose ? mDataBlock->sprintStrafeScale : 1.0f)); | |
| VectorF tv; | |
| zRot.getColumn(1,&tv); | |
| moveVec += tv * move->y; | |
| // Clamp water movement | |
| if (move->y > 0.0f) | |
| { | |
| if ( mSwimming ) | |
| moveSpeed = getMax(mDataBlock->maxUnderwaterForwardSpeed * move->y, | |
| mDataBlock->maxUnderwaterSideSpeed * mFabs(move->x)); | |
| else if ( mPose == PronePose ) | |
| moveSpeed = getMax(mDataBlock->maxProneForwardSpeed * move->y, | |
| mDataBlock->maxProneSideSpeed * mFabs(move->x)); | |
| else if ( mPose == CrouchPose ) | |
| moveSpeed = getMax(mDataBlock->maxCrouchForwardSpeed * move->y, | |
| mDataBlock->maxCrouchSideSpeed * mFabs(move->x)); | |
| else if ( mPose == SprintPose ) | |
| moveSpeed = getMax(mDataBlock->maxSprintForwardSpeed * move->y, | |
| mDataBlock->maxSprintSideSpeed * mFabs(move->x)); | |
| else // StandPose | |
| moveSpeed = getMax(mDataBlock->maxForwardSpeed * move->y, | |
| mDataBlock->maxSideSpeed * mFabs(move->x)); | |
| } | |
| else | |
| { | |
| if ( mSwimming ) | |
| moveSpeed = getMax(mDataBlock->maxUnderwaterBackwardSpeed * mFabs(move->y), | |
| mDataBlock->maxUnderwaterSideSpeed * mFabs(move->x)); | |
| else if ( mPose == PronePose ) | |
| moveSpeed = getMax(mDataBlock->maxProneBackwardSpeed * mFabs(move->y), | |
| mDataBlock->maxProneSideSpeed * mFabs(move->x)); | |
| else if ( mPose == CrouchPose ) | |
| moveSpeed = getMax(mDataBlock->maxCrouchBackwardSpeed * mFabs(move->y), | |
| mDataBlock->maxCrouchSideSpeed * mFabs(move->x)); | |
| else if ( mPose == SprintPose ) | |
| moveSpeed = getMax(mDataBlock->maxSprintBackwardSpeed * mFabs(move->y), | |
| mDataBlock->maxSprintSideSpeed * mFabs(move->x)); | |
| else // StandPose | |
| moveSpeed = getMax(mDataBlock->maxBackwardSpeed * mFabs(move->y), | |
| mDataBlock->maxSideSpeed * mFabs(move->x)); | |
| } | |
| // Cancel any script driven animations if we are going to move. | |
| if (moveVec.x + moveVec.y + moveVec.z != 0.0f && | |
| (mActionAnimation.action >= PlayerData::NumTableActionAnims | |
| || mActionAnimation.action == PlayerData::LandAnim)) | |
| mActionAnimation.action = PlayerData::NullAnimation; | |
| } | |
| else | |
| { | |
| moveVec.set(0.0f, 0.0f, 0.0f); | |
| moveSpeed = 0.0f; | |
| } | |
| // Acceleration due to gravity | |
| VectorF acc(0.0f, 0.0f, mGravity * mGravityMod * TickSec); | |
| // Determine ground contact normal. Only look for contacts if | |
| // we can move and aren't mounted. | |
| VectorF contactNormal(0,0,0); | |
| bool jumpSurface = false, runSurface = false; | |
| if ( !isMounted() ) | |
| findContact( &runSurface, &jumpSurface, &contactNormal ); | |
| if ( jumpSurface ) | |
| mJumpSurfaceNormal = contactNormal; | |
| // If we don't have a runSurface but we do have a contactNormal, | |
| // then we are standing on something that is too steep. | |
| // Deflect the force of gravity by the normal so we slide. | |
| // We could also try aligning it to the runSurface instead, | |
| // but this seems to work well. | |
| if ( !runSurface && !contactNormal.isZero() ) | |
| acc = ( acc - 2 * contactNormal * mDot( acc, contactNormal ) ); | |
| // Acceleration on run surface | |
| if (runSurface && !mSwimming) { | |
| mContactTimer = 0; | |
| // Remove acc into contact surface (should only be gravity) | |
| // Clear out floating point acc errors, this will allow | |
| // the player to "rest" on the ground. | |
| // However, no need to do that if we're using a physics library. | |
| // It will take care of itself. | |
| if (!mPhysicsRep) | |
| { | |
| F32 vd = -mDot(acc,contactNormal); | |
| if (vd > 0.0f) { | |
| VectorF dv = contactNormal * (vd + 0.002f); | |
| acc += dv; | |
| if (acc.len() < 0.0001f) | |
| acc.set(0.0f, 0.0f, 0.0f); | |
| } | |
| } | |
| // Force a 0 move if there is no energy, and only drain | |
| // move energy if we're moving. | |
| VectorF pv; | |
| if (mPose == SprintPose && mEnergy >= mDataBlock->minSprintEnergy) { | |
| if (moveSpeed) | |
| mEnergy -= mDataBlock->sprintEnergyDrain; | |
| pv = moveVec; | |
| } | |
| else if (mEnergy >= mDataBlock->minRunEnergy) { | |
| if (moveSpeed) | |
| mEnergy -= mDataBlock->runEnergyDrain; | |
| pv = moveVec; | |
| } | |
| else | |
| pv.set(0.0f, 0.0f, 0.0f); | |
| // Adjust the player's requested dir. to be parallel | |
| // to the contact surface. | |
| F32 pvl = pv.len(); | |
| if(mJetting) | |
| { | |
| pvl = moveVec.len(); | |
| if (pvl) | |
| { | |
| VectorF nn; | |
| mCross(pv,VectorF(0.0f, 0.0f, 0.0f),&nn); | |
| nn *= 1 / pvl; | |
| VectorF cv(0.0f, 0.0f, 0.0f); | |
| cv -= nn * mDot(nn,cv); | |
| pv -= cv * mDot(pv,cv); | |
| pvl = pv.len(); | |
| } | |
| } | |
| else if (!mPhysicsRep) | |
| { | |
| // We only do this if we're not using a physics library. The | |
| // library will take care of itself. | |
| if (pvl) | |
| { | |
| VectorF nn; | |
| mCross(pv,VectorF(0.0f, 0.0f, 1.0f),&nn); | |
| nn *= 1.0f / pvl; | |
| VectorF cv = contactNormal; | |
| cv -= nn * mDot(nn,cv); | |
| pv -= cv * mDot(pv,cv); | |
| pvl = pv.len(); | |
| } | |
| } | |
| // Convert to acceleration | |
| if ( pvl ) | |
| pv *= moveSpeed / pvl; | |
| VectorF runAcc = pv - (mVelocity + acc); | |
| F32 runSpeed = runAcc.len(); | |
| // Clamp acceleration, player also accelerates faster when | |
| // in his hard landing recover state. | |
| F32 maxAcc; | |
| if (mPose == SprintPose) | |
| { | |
| maxAcc = (mDataBlock->sprintForce / getMass()) * TickSec; | |
| } | |
| else | |
| { | |
| maxAcc = (mDataBlock->runForce / getMass()) * TickSec; | |
| } | |
| if (mState == RecoverState) | |
| maxAcc *= mDataBlock->recoverRunForceScale; | |
| if (runSpeed > maxAcc) | |
| runAcc *= maxAcc / runSpeed; | |
| acc += runAcc; | |
| // If we are running on the ground, then we're not jumping | |
| if (mDataBlock->isJumpAction(mActionAnimation.action)) | |
| mActionAnimation.action = PlayerData::NullAnimation; | |
| } | |
| else if (!mSwimming && mDataBlock->airControl > 0.0f) | |
| { | |
| VectorF pv; | |
| pv = moveVec; | |
| F32 pvl = pv.len(); | |
| if (pvl) | |
| pv *= moveSpeed / pvl; | |
| VectorF runAcc = pv - acc; | |
| runAcc.z = 0; | |
| runAcc.x = runAcc.x * mDataBlock->airControl; | |
| runAcc.y = runAcc.y * mDataBlock->airControl; | |
| F32 runSpeed = runAcc.len(); | |
| // We don't test for sprinting when performing air control | |
| F32 maxAcc = (mDataBlock->runForce / getMass()) * TickSec * 0.3f; | |
| if (runSpeed > maxAcc) | |
| runAcc *= maxAcc / runSpeed; | |
| acc += runAcc; | |
| // There are no special air control animations | |
| // so... increment this unless you really want to | |
| // play the run anims in the air. | |
| mContactTimer++; | |
| } | |
| else if (mSwimming) | |
| { | |
| // Remove acc into contact surface (should only be gravity) | |
| // Clear out floating point acc errors, this will allow | |
| // the player to "rest" on the ground. | |
| F32 vd = -mDot(acc,contactNormal); | |
| if (vd > 0.0f) { | |
| VectorF dv = contactNormal * (vd + 0.002f); | |
| acc += dv; | |
| if (acc.len() < 0.0001f) | |
| acc.set(0.0f, 0.0f, 0.0f); | |
| } | |
| // get the head pitch and add it to the moveVec | |
| // This more accurate swim vector calc comes from Matt Fairfax | |
| MatrixF xRot, zRot; | |
| xRot.set(EulerF(mHead.x, 0, 0)); | |
| zRot.set(EulerF(0, 0, mRot.z)); | |
| MatrixF rot; | |
| rot.mul(zRot, xRot); | |
| rot.getColumn(0,&moveVec); | |
| moveVec *= move->x; | |
| VectorF tv; | |
| rot.getColumn(1,&tv); | |
| moveVec += tv * move->y; | |
| rot.getColumn(2,&tv); | |
| moveVec += tv * move->z; | |
| // Force a 0 move if there is no energy, and only drain | |
| // move energy if we're moving. | |
| VectorF swimVec; | |
| if (mEnergy >= mDataBlock->minRunEnergy) { | |
| if (moveSpeed) | |
| mEnergy -= mDataBlock->runEnergyDrain; | |
| swimVec = moveVec; | |
| } | |
| else | |
| swimVec.set(0.0f, 0.0f, 0.0f); | |
| // If we are swimming but close enough to the shore/ground | |
| // we can still have a surface-normal. In this case align the | |
| // velocity to the normal to make getting out of water easier. | |
| moveVec.normalize(); | |
| F32 isSwimUp = mDot( moveVec, contactNormal ); | |
| if ( !contactNormal.isZero() && isSwimUp < 0.1f ) | |
| { | |
| F32 pvl = swimVec.len(); | |
| if ( true && pvl ) | |
| { | |
| VectorF nn; | |
| mCross(swimVec,VectorF(0.0f, 0.0f, 1.0f),&nn); | |
| nn *= 1.0f / pvl; | |
| VectorF cv = contactNormal; | |
| cv -= nn * mDot(nn,cv); | |
| swimVec -= cv * mDot(swimVec,cv); | |
| } | |
| } | |
| F32 swimVecLen = swimVec.len(); | |
| // Convert to acceleration. | |
| if ( swimVecLen ) | |
| swimVec *= moveSpeed / swimVecLen; | |
| VectorF swimAcc = swimVec - (mVelocity + acc); | |
| F32 swimSpeed = swimAcc.len(); | |
| // Clamp acceleration. | |
| F32 maxAcc = (mDataBlock->swimForce / getMass()) * TickSec; | |
| if ( false && swimSpeed > maxAcc ) | |
| swimAcc *= maxAcc / swimSpeed; | |
| acc += swimAcc; | |
| mContactTimer++; | |
| } | |
| else | |
| mContactTimer++; | |
| // Acceleration from Jumping | |
| if (move->trigger[sJumpTrigger] && canJump())// !isMounted() && | |
| { | |
| // Scale the jump impulse base on maxJumpSpeed | |
| F32 zSpeedScale = mVelocity.z; | |
| if (zSpeedScale <= mDataBlock->maxJumpSpeed) | |
| { | |
| zSpeedScale = (zSpeedScale <= mDataBlock->minJumpSpeed)? 1: | |
| 1 - (zSpeedScale - mDataBlock->minJumpSpeed) / | |
| (mDataBlock->maxJumpSpeed - mDataBlock->minJumpSpeed); | |
| // Desired jump direction | |
| VectorF pv = moveVec; | |
| F32 len = pv.len(); | |
| if (len > 0) | |
| pv *= 1 / len; | |
| // We want to scale the jump size by the player size, somewhat | |
| // in reduced ratio so a smaller player can jump higher in | |
| // proportion to his size, than a larger player. | |
| F32 scaleZ = (getScale().z * 0.25) + 0.75; | |
| // Calculate our jump impulse | |
| F32 impulse = mDataBlock->jumpForce / getMass(); | |
| if (mDataBlock->jumpTowardsNormal) | |
| { | |
| // If we are facing into the surface jump up, otherwise | |
| // jump away from surface. | |
| F32 dot = mDot(pv,mJumpSurfaceNormal); | |
| if (dot <= 0) | |
| acc.z += mJumpSurfaceNormal.z * scaleZ * impulse * zSpeedScale; | |
| else | |
| { | |
| acc.x += pv.x * impulse * dot; | |
| acc.y += pv.y * impulse * dot; | |
| acc.z += mJumpSurfaceNormal.z * scaleZ * impulse * zSpeedScale; | |
| } | |
| } | |
| else | |
| acc.z += scaleZ * impulse * zSpeedScale; | |
| mJumpDelay = mDataBlock->jumpDelay; | |
| mEnergy -= mDataBlock->jumpEnergyDrain; | |
| // If we don't have a StandJumpAnim, just play the JumpAnim... | |
| S32 seq = (mVelocity.len() < 0.5) ? PlayerData::StandJumpAnim: PlayerData::JumpAnim; | |
| if ( mDataBlock->actionList[seq].sequence == -1 ) | |
| seq = PlayerData::JumpAnim; | |
| setActionThread( seq, true, false, true ); | |
| mJumpSurfaceLastContact = JumpSkipContactsMax; | |
| } | |
| } | |
| else | |
| { | |
| if (jumpSurface) | |
| { | |
| if (mJumpDelay > 0) | |
| mJumpDelay--; | |
| mJumpSurfaceLastContact = 0; | |
| } | |
| else | |
| mJumpSurfaceLastContact++; | |
| } | |
| if (move->trigger[sJumpJetTrigger] && !isMounted() && canJetJump()) | |
| { | |
| mJetting = true; | |
| // Scale the jump impulse base on maxJumpSpeed | |
| F32 zSpeedScale = mVelocity.z; | |
| if (zSpeedScale <= mDataBlock->jetMaxJumpSpeed) | |
| { | |
| zSpeedScale = (zSpeedScale <= mDataBlock->jetMinJumpSpeed)? 1: | |
| 1 - (zSpeedScale - mDataBlock->jetMinJumpSpeed) / (mDataBlock->jetMaxJumpSpeed - mDataBlock->jetMinJumpSpeed); | |
| // Desired jump direction | |
| VectorF pv = moveVec; | |
| F32 len = pv.len(); | |
| if (len > 0.0f) | |
| pv *= 1 / len; | |
| // If we are facing into the surface jump up, otherwise | |
| // jump away from surface. | |
| F32 dot = mDot(pv,mJumpSurfaceNormal); | |
| F32 impulse = mDataBlock->jetJumpForce / getMass(); | |
| if (dot <= 0) | |
| acc.z += mJumpSurfaceNormal.z * impulse * zSpeedScale; | |
| else | |
| { | |
| acc.x += pv.x * impulse * dot; | |
| acc.y += pv.y * impulse * dot; | |
| acc.z += mJumpSurfaceNormal.z * impulse * zSpeedScale; | |
| } | |
| mEnergy -= mDataBlock->jetJumpEnergyDrain; | |
| } | |
| } | |
| else | |
| { | |
| mJetting = false; | |
| } | |
| // Add in force from physical zones... | |
| acc += (mAppliedForce / getMass()) * TickSec; | |
| // Adjust velocity with all the move & gravity acceleration | |
| // TG: I forgot why doesn't the TickSec multiply happen here... | |
| mVelocity += acc; | |
| // apply horizontal air resistance | |
| F32 hvel = mSqrt(mVelocity.x * mVelocity.x + mVelocity.y * mVelocity.y); | |
| if(hvel > mDataBlock->horizResistSpeed) | |
| { | |
| F32 speedCap = hvel; | |
| if(speedCap > mDataBlock->horizMaxSpeed) | |
| speedCap = mDataBlock->horizMaxSpeed; | |
| speedCap -= mDataBlock->horizResistFactor * TickSec * (speedCap - mDataBlock->horizResistSpeed); | |
| F32 scale = speedCap / hvel; | |
| mVelocity.x *= scale; | |
| mVelocity.y *= scale; | |
| } | |
| if(mVelocity.z > mDataBlock->upResistSpeed) | |
| { | |
| if(mVelocity.z > mDataBlock->upMaxSpeed) | |
| mVelocity.z = mDataBlock->upMaxSpeed; | |
| mVelocity.z -= mDataBlock->upResistFactor * TickSec * (mVelocity.z - mDataBlock->upResistSpeed); | |
| } | |
| // Container buoyancy & drag | |
| if (mBuoyancy != 0) | |
| { | |
| // Applying buoyancy when standing still causing some jitters- | |
| if (mBuoyancy > 1.0 || !mVelocity.isZero() || !runSurface) | |
| { | |
| // A little hackery to prevent oscillation | |
| // based on http://reinot.blogspot.com/2005/11/oh-yes-they-float-georgie-they-all.html | |
| F32 buoyancyForce = mBuoyancy * mGravity * mGravityMod * TickSec; | |
| F32 currHeight = getPosition().z; | |
| const F32 C = 2.0f; | |
| const F32 M = 0.1f; | |
| if ( currHeight + mVelocity.z * TickSec * C > mLiquidHeight ) | |
| buoyancyForce *= M; | |
| //mVelocity.z -= buoyancyForce; | |
| } | |
| } | |
| // Apply drag | |
| if ( mSwimming ) | |
| mVelocity -= mVelocity * mDrag * TickSec * ( mVelocity.len() / mDataBlock->maxUnderwaterForwardSpeed ); | |
| else | |
| mVelocity -= mVelocity * mDrag * TickSec; | |
| // Clamp very small velocity to zero | |
| if ( mVelocity.isZero() ) | |
| mVelocity = Point3F::Zero; | |
| // If we are not touching anything and have sufficient -z vel, | |
| // we are falling. | |
| if (runSurface) | |
| mFalling = false; | |
| else | |
| { | |
| VectorF vel; | |
| mWorldToObj.mulV(mVelocity,&vel); | |
| mFalling = vel.z < mDataBlock->fallingSpeedThreshold; | |
| } | |
| // Vehicle Dismount | |
| if ( !isGhost() && move->trigger[sVehicleDismountTrigger] && canJump()) | |
| mDataBlock->doDismount_callback( this ); | |
| // Enter/Leave Liquid | |
| if ( !mInWater && mWaterCoverage > 0.0f ) | |
| { | |
| mInWater = true; | |
| if ( !isGhost() ) | |
| mDataBlock->onEnterLiquid_callback( this, mWaterCoverage, mLiquidType.c_str() ); | |
| } | |
| else if ( mInWater && mWaterCoverage <= 0.0f ) | |
| { | |
| mInWater = false; | |
| if ( !isGhost() ) | |
| mDataBlock->onLeaveLiquid_callback( this, mLiquidType.c_str() ); | |
| else | |
| { | |
| // exit-water splash sound happens for client only | |
| if ( getSpeed() >= mDataBlock->exitSplashSoundVel && !isMounted() ) | |
| SFX->playOnce( mDataBlock->sound[PlayerData::ExitWater], &getTransform() ); | |
| } | |
| } | |
| // Update the PlayerPose | |
| Pose desiredPose = mPose; | |
| if ( mSwimming ) | |
| desiredPose = SwimPose; | |
| else if ( runSurface && move->trigger[sCrouchTrigger] && canCrouch() ) | |
| desiredPose = CrouchPose; | |
| else if ( runSurface && move->trigger[sProneTrigger] && canProne() ) | |
| desiredPose = PronePose; | |
| else if ( move->trigger[sSprintTrigger] && canSprint() ) | |
| desiredPose = SprintPose; | |
| else if ( canStand() ) | |
| desiredPose = StandPose; | |
| setPose( desiredPose ); | |
| } | |
| //---------------------------------------------------------------------------- | |
| bool Player::checkDismountPosition(const MatrixF& oldMat, const MatrixF& mat) | |
| { | |
| AssertFatal(getContainer() != NULL, "Error, must have a container!"); | |
| AssertFatal(getObjectMount() != NULL, "Error, must be mounted!"); | |
| Point3F pos; | |
| Point3F oldPos; | |
| mat.getColumn(3, &pos); | |
| oldMat.getColumn(3, &oldPos); | |
| RayInfo info; | |
| disableCollision(); | |
| getObjectMount()->disableCollision(); | |
| if (getContainer()->castRay(oldPos, pos, sCollisionMoveMask, &info)) | |
| { | |
| enableCollision(); | |
| getObjectMount()->enableCollision(); | |
| return false; | |
| } | |
| Box3F wBox = mObjBox; | |
| wBox.minExtents += pos; | |
| wBox.maxExtents += pos; | |
| EarlyOutPolyList polyList; | |
| polyList.mNormal.set(0.0f, 0.0f, 0.0f); | |
| polyList.mPlaneList.clear(); | |
| polyList.mPlaneList.setSize(6); | |
| polyList.mPlaneList[0].set(wBox.minExtents,VectorF(-1.0f, 0.0f, 0.0f)); | |
| polyList.mPlaneList[1].set(wBox.maxExtents,VectorF(0.0f, 1.0f, 0.0f)); | |
| polyList.mPlaneList[2].set(wBox.maxExtents,VectorF(1.0f, 0.0f, 0.0f)); | |
| polyList.mPlaneList[3].set(wBox.minExtents,VectorF(0.0f, -1.0f, 0.0f)); | |
| polyList.mPlaneList[4].set(wBox.minExtents,VectorF(0.0f, 0.0f, -1.0f)); | |
| polyList.mPlaneList[5].set(wBox.maxExtents,VectorF(0.0f, 0.0f, 1.0f)); | |
| if (getContainer()->buildPolyList(PLC_Collision, wBox, sCollisionMoveMask, &polyList)) | |
| { | |
| enableCollision(); | |
| getObjectMount()->enableCollision(); | |
| return false; | |
| } | |
| enableCollision(); | |
| getObjectMount()->enableCollision(); | |
| return true; | |
| } | |
| //---------------------------------------------------------------------------- | |
| bool Player::canJump() | |
| { | |
| return mAllowJumping && mState == MoveState && mDamageState == Enabled && !isMounted() && !mJumpDelay && mEnergy >= mDataBlock->minJumpEnergy && mJumpSurfaceLastContact < JumpSkipContactsMax && !mSwimming && (mPose != SprintPose || mDataBlock->sprintCanJump); | |
| } | |
| bool Player::canJetJump() | |
| { | |
| return mAllowJetJumping && mState == MoveState && mDamageState == Enabled && !isMounted() && mEnergy >= mDataBlock->jetMinJumpEnergy && mDataBlock->jetJumpForce != 0.0f; | |
| } | |
| bool Player::canSwim() | |
| { | |
| // Not used! | |
| //return mState == MoveState && mDamageState == Enabled && !isMounted() && mEnergy >= mDataBlock->minSwimEnergy && mWaterCoverage >= 0.8f; | |
| return mAllowSwimming; | |
| } | |
| bool Player::canCrouch() | |
| { | |
| if (!mAllowCrouching) | |
| return false; | |
| if ( mState != MoveState || | |
| mDamageState != Enabled || | |
| isMounted() || | |
| mSwimming || | |
| mFalling ) | |
| return false; | |
| // Can't crouch if no crouch animation! | |
| if ( mDataBlock->actionList[PlayerData::CrouchRootAnim].sequence == -1 ) | |
| return false; | |
| // We are already in this pose, so don't test it again... | |
| if ( mPose == CrouchPose ) | |
| return true; | |
| // Do standard Torque physics test here! | |
| if ( !mPhysicsRep ) | |
| { | |
| F32 radius; | |
| if ( mPose == PronePose ) | |
| radius = mDataBlock->proneBoxSize.z; | |
| else | |
| return true; | |
| // use our X and Y dimentions on our boxsize as the radii for our search, and the difference between a standing position | |
| // and the position we currently are in. | |
| Point3F extent( mDataBlock->crouchBoxSize.x / 2, mDataBlock->crouchBoxSize.y / 2, mDataBlock->crouchBoxSize.z - radius ); | |
| Point3F position = getPosition(); | |
| position.z += radius; | |
| // Use these radii to create a box that represents the difference between a standing position and the position | |
| // we want to move into. | |
| Box3F B(position - extent, position + extent, true); | |
| EarlyOutPolyList polyList; | |
| polyList.mPlaneList.clear(); | |
| polyList.mNormal.set( 0,0,0 ); | |
| polyList.mPlaneList.setSize( 6 ); | |
| polyList.mPlaneList[0].set( B.minExtents, VectorF( -1,0,0 ) ); | |
| polyList.mPlaneList[1].set( B.maxExtents, VectorF( 0,1,0 ) ); | |
| polyList.mPlaneList[2].set( B.maxExtents, VectorF( 1,0,0 ) ); | |
| polyList.mPlaneList[3].set( B.minExtents, VectorF( 0,-1,0 ) ); | |
| polyList.mPlaneList[4].set( B.minExtents, VectorF( 0,0,-1 ) ); | |
| polyList.mPlaneList[5].set( B.maxExtents, VectorF( 0,0,1 ) ); | |
| // If an object exists in this space, we must stay prone. Otherwise we are free to crouch. | |
| return !getContainer()->buildPolyList( PLC_Collision, B, StaticShapeObjectType, &polyList ); | |
| } | |
| return mPhysicsRep->testSpacials( getPosition(), mDataBlock->crouchBoxSize ); | |
| } | |
| bool Player::canStand() | |
| { | |
| if ( mState != MoveState || | |
| mDamageState != Enabled || | |
| isMounted() || | |
| mSwimming ) | |
| return false; | |
| // We are already in this pose, so don't test it again... | |
| if ( mPose == StandPose ) | |
| return true; | |
| // Do standard Torque physics test here! | |
| if ( !mPhysicsRep ) | |
| { | |
| F32 radius; | |
| if (mPose == CrouchPose) | |
| radius = mDataBlock->crouchBoxSize.z; | |
| else if (mPose == PronePose) | |
| radius = mDataBlock->proneBoxSize.z; | |
| else | |
| return true; | |
| // use our X and Y dimentions on our boxsize as the radii for our search, and the difference between a standing position | |
| // and the position we currently are in. | |
| Point3F extent( mDataBlock->boxSize.x / 2, mDataBlock->boxSize.y / 2, mDataBlock->boxSize.z - radius ); | |
| Point3F position = getPosition(); | |
| position.z += radius; | |
| // Use these radii to create a box that represents the difference between a standing position and the position | |
| // we want to move into. | |
| Box3F B(position - extent, position + extent, true); | |
| EarlyOutPolyList polyList; | |
| polyList.mPlaneList.clear(); | |
| polyList.mNormal.set(0,0,0); | |
| polyList.mPlaneList.setSize(6); | |
| polyList.mPlaneList[0].set(B.minExtents, VectorF(-1,0,0)); | |
| polyList.mPlaneList[1].set(B.maxExtents, VectorF(0,1,0)); | |
| polyList.mPlaneList[2].set(B.maxExtents, VectorF(1,0,0)); | |
| polyList.mPlaneList[3].set(B.minExtents, VectorF(0,-1,0)); | |
| polyList.mPlaneList[4].set(B.minExtents, VectorF(0,0,-1)); | |
| polyList.mPlaneList[5].set(B.maxExtents, VectorF(0,0,1)); | |
| // If an object exists in this space, we must stay crouched/prone. Otherwise we are free to stand. | |
| return !getContainer()->buildPolyList(PLC_Collision, B, StaticShapeObjectType, &polyList); | |
| } | |
| return mPhysicsRep->testSpacials( getPosition(), mDataBlock->boxSize ); | |
| } | |
| bool Player::canProne() | |
| { | |
| if (!mAllowProne) | |
| return false; | |
| if ( mState != MoveState || | |
| mDamageState != Enabled || | |
| isMounted() || | |
| mSwimming || | |
| mFalling ) | |
| return false; | |
| // Can't go prone if no prone animation! | |
| if ( mDataBlock->actionList[PlayerData::ProneRootAnim].sequence == -1 ) | |
| return false; | |
| // Do standard Torque physics test here! | |
| if ( !mPhysicsRep ) | |
| return true; | |
| // We are already in this pose, so don't test it again... | |
| if ( mPose == PronePose ) | |
| return true; | |
| return mPhysicsRep->testSpacials( getPosition(), mDataBlock->proneBoxSize ); | |
| } | |
| bool Player::canSprint() | |
| { | |
| return mAllowSprinting && mState == MoveState && mDamageState == Enabled && !isMounted() && mEnergy >= mDataBlock->minSprintEnergy && !mSwimming; | |
| } | |
| //---------------------------------------------------------------------------- | |
| void Player::updateDamageLevel() | |
| { | |
| if (!isGhost()) | |
| setDamageState((mDamage >= mDataBlock->maxDamage)? Disabled: Enabled); | |
| if (mDamageThread) | |
| mShapeInstance->setPos(mDamageThread, mDamage / mDataBlock->destroyedLevel); | |
| } | |
| void Player::updateDamageState() | |
| { | |
| // Become a corpse when we're disabled (dead). | |
| if (mDamageState == Enabled) { | |
| mTypeMask &= ~CorpseObjectType; | |
| mTypeMask |= PlayerObjectType; | |
| } | |
| else { | |
| mTypeMask &= ~PlayerObjectType; | |
| mTypeMask |= CorpseObjectType; | |
| } | |
| Parent::updateDamageState(); | |
| } | |
| //---------------------------------------------------------------------------- | |
| void Player::updateLookAnimation(F32 dT) | |
| { | |
| // Calculate our interpolated head position. | |
| Point3F renderHead = delta.head + delta.headVec * dT; | |
| // Adjust look pos. This assumes that the animations match | |
| // the min and max look angles provided in the datablock. | |
| if (mArmAnimation.thread) | |
| { | |
| // TG: Adjust arm position to avoid collision. | |
| F32 tp = mControlObject? 0.5: | |
| (renderHead.x - mArmRange.min) / mArmRange.delta; | |
| mShapeInstance->setPos(mArmAnimation.thread,mClampF(tp,0,1)); | |
| } | |
| if (mHeadVThread) | |
| { | |
| F32 tp = (renderHead.x - mHeadVRange.min) / mHeadVRange.delta; | |
| mShapeInstance->setPos(mHeadVThread,mClampF(tp,0,1)); | |
| } | |
| if (mHeadHThread) | |
| { | |
| F32 dt = 2 * mDataBlock->maxFreelookAngle; | |
| F32 tp = (renderHead.z + mDataBlock->maxFreelookAngle) / dt; | |
| mShapeInstance->setPos(mHeadHThread,mClampF(tp,0,1)); | |
| } | |
| } | |
| //---------------------------------------------------------------------------- | |
| // Methods to get delta (as amount to affect velocity by) | |
| bool Player::inDeathAnim() | |
| { | |
| if (mActionAnimation.thread && mActionAnimation.action >= 0) | |
| if (mActionAnimation.action < mDataBlock->actionCount) | |
| return mDataBlock->actionList[mActionAnimation.action].death; | |
| return false; | |
| } | |
| // Get change from mLastDeathPos - return current pos. Assumes we're in death anim. | |
| F32 Player::deathDelta(Point3F & delta) | |
| { | |
| // Get ground delta from the last time we offset this. | |
| MatrixF mat; | |
| F32 pos = mShapeInstance->getPos(mActionAnimation.thread); | |
| mShapeInstance->deltaGround1(mActionAnimation.thread, mDeath.lastPos, pos, mat); | |
| mat.getColumn(3, & delta); | |
| return pos; | |
| } | |
| // Called before updatePos() to prepare it's needed change to velocity, which | |
| // must roll over. Should be updated on tick, this is where we remember last | |
| // position of animation that was used to roll into velocity. | |
| void Player::updateDeathOffsets() | |
| { | |
| if (inDeathAnim()) | |
| // Get ground delta from the last time we offset this. | |
| mDeath.lastPos = deathDelta(mDeath.posAdd); | |
| else | |
| mDeath.clear(); | |
| } | |
| //---------------------------------------------------------------------------- | |
| static const U32 sPlayerConformMask = StaticShapeObjectType | StaticObjectType | TerrainObjectType; | |
| static void accel(F32& from, F32 to, F32 rate) | |
| { | |
| if (from < to) | |
| from = getMin(from += rate, to); | |
| else | |
| from = getMax(from -= rate, to); | |
| } | |
| // if (dt == -1) | |
| // normal tick, so we advance. | |
| // else | |
| // interpolate with dt as % of tick, don't advance | |
| // | |
| MatrixF * Player::Death::fallToGround(F32 dt, const Point3F& loc, F32 curZ, F32 boxRad) | |
| { | |
| static const F32 sConformCheckDown = 4.0f; | |
| RayInfo coll; | |
| bool conformToStairs = false; | |
| Point3F pos(loc.x, loc.y, loc.z + 0.1f); | |
| Point3F below(pos.x, pos.y, loc.z - sConformCheckDown); | |
| MatrixF * retVal = NULL; | |
| PROFILE_SCOPE(ConformToGround); | |
| if (gClientContainer.castRay(pos, below, sPlayerConformMask, &coll)) | |
| { | |
| F32 adjust, height = (loc.z - coll.point.z), sink = curSink; | |
| VectorF desNormal = coll.normal; | |
| VectorF normal = curNormal; | |
| // dt >= 0 means we're interpolating and don't accel the numbers | |
| if (dt >= 0.0f) | |
| adjust = dt * TickSec; | |
| else | |
| adjust = TickSec; | |
| // Try to get them to conform to stairs by doing several LOS calls. We do this if | |
| // normal is within about 5 deg. of vertical. | |
| if (desNormal.z > 0.995f) | |
| { | |
| Point3F corners[3], downpts[3]; | |
| S32 c; | |
| for (c = 0; c < 3; c++) { // Build 3 corners to cast down from- | |
| corners[c].set(loc.x - boxRad, loc.y - boxRad, loc.z + 1.0f); | |
| if (c) // add (0,boxWidth) and (boxWidth,0) | |
| corners[c][c - 1] += (boxRad * 2.0f); | |
| downpts[c].set(corners[c].x, corners[c].y, loc.z - sConformCheckDown); | |
| } | |
| // Do the three casts- | |
| for (c = 0; c < 3; c++) | |
| if (gClientContainer.castRay(corners[c], downpts[c], sPlayerConformMask, &coll)) | |
| downpts[c] = coll.point; | |
| else | |
| break; | |
| // Do the math if everything hit below- | |
| if (c == 3) { | |
| mCross(downpts[1] - downpts[0], downpts[2] - downpts[1], &desNormal); | |
| AssertFatal(desNormal.z > 0, "Abnormality in Player::Death::fallToGround()"); | |
| downpts[2] = downpts[2] - downpts[1]; | |
| downpts[1] = downpts[1] - downpts[0]; | |
| desNormal.normalize(); | |
| conformToStairs = true; | |
| } | |
| } | |
| // Move normal in direction we want- | |
| F32 * cur = normal, * des = desNormal; | |
| for (S32 i = 0; i < 3; i++) | |
| accel(*cur++, *des++, adjust * 0.25f); | |
| if (mFabs(height) < 2.2f && !normal.isZero() && desNormal.z > 0.01f) | |
| { | |
| VectorF upY(0.0f, 1.0f, 0.0f), ahead; | |
| VectorF sideVec; | |
| MatrixF mat(true); | |
| normal.normalize(); | |
| mat.set(EulerF (0.0f, 0.0f, curZ)); | |
| mat.mulV(upY, & ahead); | |
| mCross(ahead, normal, &sideVec); | |
| sideVec.normalize(); | |
| mCross(normal, sideVec, &ahead); | |
| static MatrixF resMat(true); | |
| resMat.setColumn(0, sideVec); | |
| resMat.setColumn(1, ahead); | |
| resMat.setColumn(2, normal); | |
| // Adjust Z down to account for box offset on slope. Figure out how | |
| // much we want to sink, and gradually accel to this amount. Don't do if | |
| // we're conforming to stairs though | |
| F32 xy = mSqrt(desNormal.x * desNormal.x + desNormal.y * desNormal.y); | |
| F32 desiredSink = (boxRad * xy / desNormal.z); | |
| if (conformToStairs) | |
| desiredSink *= 0.5f; | |
| accel(sink, desiredSink, adjust * 0.15f); | |
| Point3F position(pos); | |
| position.z -= sink; | |
| resMat.setColumn(3, position); | |
| if (dt < 0.0f) | |
| { // we're moving, so update normal and sink amount | |
| curNormal = normal; | |
| curSink = sink; | |
| } | |
| retVal = &resMat; | |
| } | |
| } | |
| return retVal; | |
| } | |
| //------------------------------------------------------------------------------------- | |
| // This is called ::onAdd() to see if we're in a sitting animation. These then | |
| // can use a longer tick delay for the mount to get across. | |
| bool Player::inSittingAnim() | |
| { | |
| U32 action = mActionAnimation.action; | |
| if (mActionAnimation.thread && action < mDataBlock->actionCount) { | |
| const char * name = mDataBlock->actionList[action].name; | |
| if (!dStricmp(name, "Sitting") || !dStricmp(name, "Scoutroot")) | |
| return true; | |
| } | |
| return false; | |
| } | |
| //---------------------------------------------------------------------------- | |
| const String& Player::getArmThread() const | |
| { | |
| if (mArmAnimation.thread && mArmAnimation.thread->hasSequence()) | |
| { | |
| return mArmAnimation.thread->getSequenceName(); | |
| } | |
| return String::EmptyString; | |
| } | |
| bool Player::setArmThread(const char* sequence) | |
| { | |
| // The arm sequence must be in the action list. | |
| for (U32 i = 1; i < mDataBlock->actionCount; i++) | |
| if (!dStricmp(mDataBlock->actionList[i].name,sequence)) | |
| return setArmThread(i); | |
| return false; | |
| } | |
| bool Player::setArmThread(U32 action) | |
| { | |
| PlayerData::ActionAnimation &anim = mDataBlock->actionList[action]; | |
| if (anim.sequence != -1 && | |
| anim.sequence != mShapeInstance->getSequence(mArmAnimation.thread)) | |
| { | |
| mShapeInstance->setSequence(mArmAnimation.thread,anim.sequence,0); | |
| mArmAnimation.action = action; | |
| setMaskBits(ActionMask); | |
| return true; | |
| } | |
| return false; | |
| } | |
| //---------------------------------------------------------------------------- | |
| bool Player::setActionThread(const char* sequence,bool hold,bool wait,bool fsp) | |
| { | |
| for (U32 i = 1; i < mDataBlock->actionCount; i++) | |
| { | |
| PlayerData::ActionAnimation &anim = mDataBlock->actionList[i]; | |
| if (!dStricmp(anim.name,sequence)) | |
| { | |
| setActionThread(i,true,hold,wait,fsp); | |
| setMaskBits(ActionMask); | |
| return true; | |
| } | |
| } | |
| return false; | |
| } | |
| void Player::setActionThread(U32 action,bool forward,bool hold,bool wait,bool fsp, bool forceSet) | |
| { | |
| if (!mDataBlock || (mActionAnimation.action == action && mActionAnimation.forward == forward && !forceSet)) | |
| return; | |
| if (action >= PlayerData::NumActionAnims) | |
| { | |
| Con::errorf("Player::setActionThread(%d): Player action out of range", action); | |
| return; | |
| } | |
| PlayerData::ActionAnimation &anim = mDataBlock->actionList[action]; | |
| if (anim.sequence != -1) | |
| { | |
| U32 lastAction = mActionAnimation.action; | |
| mActionAnimation.action = action; | |
| mActionAnimation.forward = forward; | |
| mActionAnimation.firstPerson = fsp; | |
| mActionAnimation.holdAtEnd = hold; | |
| mActionAnimation.waitForEnd = hold? true: wait; | |
| mActionAnimation.animateOnServer = fsp; | |
| mActionAnimation.atEnd = false; | |
| mActionAnimation.delayTicks = (S32)sNewAnimationTickTime; | |
| mActionAnimation.atEnd = false; | |
| if (sUseAnimationTransitions && (action != PlayerData::LandAnim || !(mDataBlock->landSequenceTime > 0.0f && !mDataBlock->transitionToLand)) && (isGhost()/* || mActionAnimation.animateOnServer*/)) | |
| { | |
| // The transition code needs the timeScale to be set in the | |
| // right direction to know which way to go. | |
| F32 transTime = sAnimationTransitionTime; | |
| if (mDataBlock && mDataBlock->isJumpAction(action)) | |
| transTime = 0.15f; | |
| F32 timeScale = mActionAnimation.forward ? 1.0f : -1.0f; | |
| if (mDataBlock && mDataBlock->isJumpAction(action)) | |
| timeScale *= 1.5f; | |
| mShapeInstance->setTimeScale(mActionAnimation.thread,timeScale); | |
| S32 seq = anim.sequence; | |
| S32 imageBasedSeq = convertActionToImagePrefix(mActionAnimation.action); | |
| if (imageBasedSeq != -1) | |
| seq = imageBasedSeq; | |
| // If we're transitioning into the same sequence (an action may use the | |
| // same sequence as a previous action) then we want to start at the same | |
| // position. | |
| F32 pos = mActionAnimation.forward ? 0.0f : 1.0f; | |
| PlayerData::ActionAnimation &lastAnim = mDataBlock->actionList[lastAction]; | |
| if (lastAnim.sequence == anim.sequence) | |
| { | |
| pos = mShapeInstance->getPos(mActionAnimation.thread); | |
| } | |
| mShapeInstance->transitionToSequence(mActionAnimation.thread,seq, | |
| pos, transTime, true); | |
| } | |
| else | |
| { | |
| S32 seq = anim.sequence; | |
| S32 imageBasedSeq = convertActionToImagePrefix(mActionAnimation.action); | |
| if (imageBasedSeq != -1) | |
| seq = imageBasedSeq; | |
| mShapeInstance->setSequence(mActionAnimation.thread,seq, | |
| mActionAnimation.forward ? 0.0f : 1.0f); | |
| } | |
| } | |
| } | |
| void Player::updateActionThread() | |
| { | |
| PROFILE_START(UpdateActionThread); | |
| // Select an action animation sequence, this assumes that | |
| // this function is called once per tick. | |
| if(mActionAnimation.action != PlayerData::NullAnimation) | |
| if (mActionAnimation.forward) | |
| mActionAnimation.atEnd = mShapeInstance->getPos(mActionAnimation.thread) == 1; | |
| else | |
| mActionAnimation.atEnd = mShapeInstance->getPos(mActionAnimation.thread) == 0; | |
| // Only need to deal with triggers on the client | |
| if( isGhost() ) | |
| { | |
| bool triggeredLeft = false; | |
| bool triggeredRight = false; | |
| F32 offset = 0.0f; | |
| if( mShapeInstance->getTriggerState( 1 ) ) | |
| { | |
| triggeredLeft = true; | |
| offset = -mDataBlock->decalOffset * getScale().x; | |
| } | |
| else if(mShapeInstance->getTriggerState( 2 ) ) | |
| { | |
| triggeredRight = true; | |
| offset = mDataBlock->decalOffset * getScale().x; | |
| } | |
| if( triggeredLeft || triggeredRight ) | |
| { | |
| Point3F rot, pos; | |
| RayInfo rInfo; | |
| MatrixF mat = getRenderTransform(); | |
| mat.getColumn( 1, &rot ); | |
| mat.mulP( Point3F( offset, 0.0f, 0.0f), &pos ); | |
| if( gClientContainer.castRay( Point3F( pos.x, pos.y, pos.z + 0.01f ), | |
| Point3F( pos.x, pos.y, pos.z - 2.0f ), | |
| STATIC_COLLISION_TYPEMASK | VehicleObjectType, &rInfo ) ) | |
| { | |
| Material* material = ( rInfo.material ? dynamic_cast< Material* >( rInfo.material->getMaterial() ) : 0 ); | |
| // Put footprints on surface, if appropriate for material. | |
| if( material && material->mShowFootprints | |
| && mDataBlock->decalData ) | |
| { | |
| Point3F normal; | |
| Point3F tangent; | |
| mObjToWorld.getColumn( 0, &tangent ); | |
| mObjToWorld.getColumn( 2, &normal ); | |
| gDecalManager->addDecal( rInfo.point, normal, tangent, mDataBlock->decalData, getScale().y ); | |
| } | |
| // Emit footpuffs. | |
| if( rInfo.t <= 0.5 && mWaterCoverage == 0.0 | |
| && material && material->mShowDust ) | |
| { | |
| // New emitter every time for visibility reasons | |
| ParticleEmitter * emitter = new ParticleEmitter; | |
| emitter->onNewDataBlock( mDataBlock->footPuffEmitter, false ); | |
| ColorF colorList[ ParticleData::PDC_NUM_KEYS]; | |
| for( U32 x = 0; x < getMin( Material::NUM_EFFECT_COLOR_STAGES, ParticleData::PDC_NUM_KEYS ); ++ x ) | |
| colorList[ x ].set( material->mEffectColor[ x ].red, | |
| material->mEffectColor[ x ].green, | |
| material->mEffectColor[ x ].blue, | |
| material->mEffectColor[ x ].alpha ); | |
| for( U32 x = Material::NUM_EFFECT_COLOR_STAGES; x < ParticleData::PDC_NUM_KEYS; ++ x ) | |
| colorList[ x ].set( 1.0, 1.0, 1.0, 0.0 ); | |
| emitter->setColors( colorList ); | |
| if( !emitter->registerObject() ) | |
| { | |
| Con::warnf( ConsoleLogEntry::General, "Could not register emitter for particle of class: %s", mDataBlock->getName() ); | |
| delete emitter; | |
| emitter = NULL; | |
| } | |
| else | |
| { | |
| emitter->emitParticles( pos, Point3F( 0.0, 0.0, 1.0 ), mDataBlock->footPuffRadius, | |
| Point3F( 0, 0, 0 ), mDataBlock->footPuffNumParts ); | |
| emitter->deleteWhenEmpty(); | |
| } | |
| } | |
| // Play footstep sound. | |
| playFootstepSound( triggeredLeft, material, rInfo.object ); | |
| } | |
| } | |
| } | |
| // Mount pending variable puts a hold on the delayTicks below so players don't | |
| // inadvertently stand up because their mount has not come over yet. | |
| if (mMountPending) | |
| mMountPending = (isMounted() ? 0 : (mMountPending - 1)); | |
| if (mActionAnimation.action == PlayerData::NullAnimation || | |
| ((!mActionAnimation.waitForEnd || mActionAnimation.atEnd)) && | |
| !mActionAnimation.holdAtEnd && (mActionAnimation.delayTicks -= !mMountPending) <= 0) | |
| { | |
| //The scripting language will get a call back when a script animation has finished... | |
| // example: When the chat menu animations are done playing... | |
| if ( isServerObject() && mActionAnimation.action >= PlayerData::NumTableActionAnims ) | |
| mDataBlock->animationDone_callback( this ); | |
| pickActionAnimation(); | |
| } | |
| if ( (mActionAnimation.action != PlayerData::LandAnim) && | |
| (mActionAnimation.action != PlayerData::NullAnimation) ) | |
| { | |
| // Update action animation time scale to match ground velocity | |
| PlayerData::ActionAnimation &anim = | |
| mDataBlock->actionList[mActionAnimation.action]; | |
| F32 scale = 1; | |
| if (anim.velocityScale && anim.speed) { | |
| VectorF vel; | |
| mWorldToObj.mulV(mVelocity,&vel); | |
| scale = mFabs(mDot(vel, anim.dir) / anim.speed); | |
| if (scale > mDataBlock->maxTimeScale) | |
| scale = mDataBlock->maxTimeScale; | |
| } | |
| mShapeInstance->setTimeScale(mActionAnimation.thread, | |
| mActionAnimation.forward? scale: -scale); | |
| } | |
| PROFILE_END(); | |
| } | |
| void Player::pickBestMoveAction(U32 startAnim, U32 endAnim, U32 * action, bool * forward) const | |
| { | |
| *action = startAnim; | |
| *forward = false; | |
| VectorF vel; | |
| mWorldToObj.mulV(mVelocity,&vel); | |
| if (vel.lenSquared() > 0.01f) | |
| { | |
| // Bias the velocity towards picking the forward/backward anims over | |
| // the sideways ones to prevent oscillation between anims. | |
| vel *= VectorF(0.5f, 1.0f, 0.5f); | |
| // Pick animation that is the best fit for our current (local) velocity. | |
| // Assumes that the root (stationary) animation is at startAnim. | |
| F32 curMax = -0.1f; | |
| for (U32 i = startAnim+1; i <= endAnim; i++) | |
| { | |
| const PlayerData::ActionAnimation &anim = mDataBlock->actionList[i]; | |
| if (anim.sequence != -1 && anim.speed) | |
| { | |
| F32 d = mDot(vel, anim.dir); | |
| if (d > curMax) | |
| { | |
| curMax = d; | |
| *action = i; | |
| *forward = true; | |
| } | |
| else | |
| { | |
| // Check if reversing this animation would fit (bias against this | |
| // so that when moving right, the real right anim is still chosen, | |
| // but if not present, the reversed left anim will be used instead) | |
| d *= -0.75f; | |
| if (d > curMax) | |
| { | |
| curMax = d; | |
| *action = i; | |
| *forward = false; | |
| } | |
| } | |
| } | |
| } | |
| } | |
| } | |
| void Player::pickActionAnimation() | |
| { | |
| // Only select animations in our normal move state. | |
| if (mState != MoveState || mDamageState != Enabled) | |
| return; | |
| if (isMounted() || mMountPending) | |
| { | |
| // Go into root position unless something was set explicitly | |
| // from a script. | |
| if (mActionAnimation.action != PlayerData::RootAnim && | |
| mActionAnimation.action < PlayerData::NumTableActionAnims) | |
| setActionThread(PlayerData::RootAnim,true,false,false); | |
| return; | |
| } | |
| bool forward = true; | |
| U32 action = PlayerData::RootAnim; | |
| bool fsp = false; | |
| // Jetting overrides the fall animation condition | |
| if (mJetting) | |
| { | |
| // Play the jetting animation | |
| action = PlayerData::JetAnim; | |
| } | |
| else if (mFalling) | |
| { | |
| // Not in contact with any surface and falling | |
| action = PlayerData::FallAnim; | |
| } | |
| else if ( mSwimming ) | |
| { | |
| pickBestMoveAction(PlayerData::SwimRootAnim, PlayerData::SwimRightAnim, &action, &forward); | |
| } | |
| else if ( mPose == StandPose ) | |
| { | |
| if (mContactTimer >= sContactTickTime) | |
| { | |
| // Nothing under our feet | |
| action = PlayerData::RootAnim; | |
| } | |
| else | |
| { | |
| // Our feet are on something | |
| pickBestMoveAction(PlayerData::RootAnim, PlayerData::SideRightAnim, &action, &forward); | |
| } | |
| } | |
| else if ( mPose == CrouchPose ) | |
| { | |
| pickBestMoveAction(PlayerData::CrouchRootAnim, PlayerData::CrouchRightAnim, &action, &forward); | |
| } | |
| else if ( mPose == PronePose ) | |
| { | |
| pickBestMoveAction(PlayerData::ProneRootAnim, PlayerData::ProneBackwardAnim, &action, &forward); | |
| } | |
| else if ( mPose == SprintPose ) | |
| { | |
| pickBestMoveAction(PlayerData::SprintRootAnim, PlayerData::SprintRightAnim, &action, &forward); | |
| } | |
| setActionThread(action,forward,false,false,fsp); | |
| } | |
| void Player::onImage(U32 imageSlot, bool unmount) | |
| { | |
| // Update 3rd person sequences based on images used. Start be getting a | |
| // list of all possible image prefix sequences. | |
| String prefixPaths[ShapeBase::MaxMountedImages]; | |
| buildImagePrefixPaths(prefixPaths); | |
| // Clear out any previous image state animation | |
| if (mImageStateThread) | |
| { | |
| mShapeInstance->destroyThread(mImageStateThread); | |
| mImageStateThread = 0; | |
| } | |
| // Attempt to update the action thread | |
| U32 action = mActionAnimation.action; | |
| if (action != PlayerData::NullAnimation) | |
| { | |
| String actionSeq = mDataBlock->actionList[action].name; | |
| if (actionSeq.isNotEmpty()) | |
| { | |
| S32 seqIndex = mDataBlock->actionList[action].sequence; | |
| S32 prefixIndex = findPrefixSequence(prefixPaths, actionSeq); | |
| if (prefixIndex != -1) | |
| { | |
| seqIndex = prefixIndex; | |
| } | |
| // Only change the sequence if it isn't already playing. | |
| if (seqIndex != mShapeInstance->getSequence(mActionAnimation.thread)) | |
| { | |
| F32 pos = mShapeInstance->getPos(mActionAnimation.thread); | |
| mShapeInstance->setSequence(mActionAnimation.thread, seqIndex, pos); | |
| } | |
| } | |
| } | |
| // Attempt to update the arm thread | |
| U32 armAction = getArmAction(); | |
| if (armAction != PlayerData::NullAnimation) | |
| { | |
| String armSeq = mDataBlock->actionList[armAction].name; | |
| if (armSeq.isNotEmpty()) | |
| { | |
| S32 seqIndex = mDataBlock->actionList[armAction].sequence; | |
| S32 prefixIndex = findPrefixSequence(prefixPaths, armSeq); | |
| if (prefixIndex != -1) | |
| { | |
| seqIndex = prefixIndex; | |
| } | |
| // Only change the sequence if it isn't already playing. | |
| if (seqIndex != mShapeInstance->getSequence(mArmAnimation.thread)) | |
| { | |
| F32 pos = mShapeInstance->getPos(mArmAnimation.thread); | |
| mShapeInstance->setSequence(mArmAnimation.thread, seqIndex, pos); | |
| } | |
| } | |
| } | |
| // Attempt to update the head threads | |
| if (mHeadVThread) | |
| { | |
| TSShape const* shape = mShapeInstance->getShape(); | |
| S32 seqIndex = shape->findSequence("head"); | |
| S32 prefixIndex = findPrefixSequence(prefixPaths, "head"); | |
| if (prefixIndex != -1) | |
| { | |
| seqIndex = prefixIndex; | |
| } | |
| // Only change the sequence if it isn't already playing. | |
| if (seqIndex != mShapeInstance->getSequence(mHeadVThread)) | |
| { | |
| F32 pos = mShapeInstance->getPos(mHeadVThread); | |
| mShapeInstance->setSequence(mHeadVThread, seqIndex, pos); | |
| } | |
| } | |
| if (mHeadHThread) | |
| { | |
| TSShape const* shape = mShapeInstance->getShape(); | |
| S32 seqIndex = shape->findSequence("headside"); | |
| S32 prefixIndex = findPrefixSequence(prefixPaths, "headside"); | |
| if (prefixIndex != -1) | |
| { | |
| seqIndex = prefixIndex; | |
| } | |
| // Only change the sequence if it isn't already playing. | |
| if (seqIndex != mShapeInstance->getSequence(mHeadHThread)) | |
| { | |
| F32 pos = mShapeInstance->getPos(mHeadHThread); | |
| mShapeInstance->setSequence(mHeadHThread, seqIndex, pos); | |
| } | |
| } | |
| } | |
| void Player::buildImagePrefixPaths(String* prefixPaths) | |
| { | |
| // We begin obtaining the anim prefix for each image. | |
| String prefix[ShapeBase::MaxMountedImages]; | |
| for (U32 i=0; i<ShapeBase::MaxMountedImages; ++i) | |
| { | |
| MountedImage& image = mMountedImageList[i]; | |
| if (image.dataBlock && image.dataBlock->imageAnimPrefix && image.dataBlock->imageAnimPrefix[0]) | |
| { | |
| prefix[i] = String(image.dataBlock->imageAnimPrefix); | |
| } | |
| } | |
| // Build out the full prefix names we will be searching for. | |
| S32 counter = ShapeBase::MaxMountedImages-1; | |
| for (U32 i=0; i<ShapeBase::MaxMountedImages; ++i) | |
| { | |
| // Only build out the prefix path for images that have a defined prefix. | |
| if (prefix[i].isNotEmpty()) | |
| { | |
| bool start = true; | |
| for (U32 j=0; j<=i; ++j) | |
| { | |
| if (prefix[j].isNotEmpty()) | |
| { | |
| if (!start) | |
| { | |
| prefixPaths[counter] += "_"; | |
| } | |
| else | |
| { | |
| start = false; | |
| } | |
| prefixPaths[counter] += prefix[j]; | |
| } | |
| } | |
| } | |
| -- counter; | |
| } | |
| } | |
| S32 Player::findPrefixSequence(String* prefixPaths, const String& baseSeq) | |
| { | |
| // Go through the prefix list. If we find a match then return the sequence | |
| // index. | |
| for (U32 i=0; i<ShapeBase::MaxMountedImages; ++i) | |
| { | |
| if (prefixPaths[i].isNotEmpty()) | |
| { | |
| String seq = prefixPaths[i] + "_" + baseSeq; | |
| S32 seqIndex = mShapeInstance->getShape()->findSequence(seq); | |
| if (seqIndex != -1) | |
| { | |
| return seqIndex; | |
| } | |
| } | |
| } | |
| return -1; | |
| } | |
| S32 Player::convertActionToImagePrefix(U32 action) | |
| { | |
| String prefixPaths[ShapeBase::MaxMountedImages]; | |
| buildImagePrefixPaths(prefixPaths); | |
| if (action != PlayerData::NullAnimation) | |
| { | |
| String actionSeq; | |
| S32 seq = -1; | |
| // We'll first attempt to find the action sequence by name | |
| // as defined within the action list. | |
| actionSeq = mDataBlock->actionList[action].name; | |
| if (actionSeq.isNotEmpty()) | |
| { | |
| seq = findPrefixSequence(prefixPaths, actionSeq); | |
| } | |
| if (seq == -1) | |
| { | |
| // Couldn't find a valid sequence. If this is a sprint action | |
| // then we also need to search through the standard movement | |
| // sequences. | |
| if (action >= PlayerData::SprintRootAnim && action <= PlayerData::SprintRightAnim) | |
| { | |
| U32 standardAction = action - PlayerData::SprintRootAnim; | |
| actionSeq = mDataBlock->actionList[standardAction].name; | |
| if (actionSeq.isNotEmpty()) | |
| { | |
| seq = findPrefixSequence(prefixPaths, actionSeq); | |
| } | |
| } | |
| } | |
| return seq; | |
| } | |
| return -1; | |
| } | |
| void Player::onImageRecoil( U32, ShapeBaseImageData::StateData::RecoilState state ) | |
| { | |
| if ( mRecoilThread ) | |
| { | |
| if ( state != ShapeBaseImageData::StateData::NoRecoil ) | |
| { | |
| S32 stateIndex = state - ShapeBaseImageData::StateData::LightRecoil; | |
| if ( mDataBlock->recoilSequence[stateIndex] != -1 ) | |
| { | |
| mShapeInstance->setSequence( mRecoilThread, mDataBlock->recoilSequence[stateIndex], 0 ); | |
| mShapeInstance->setTimeScale( mRecoilThread, 1 ); | |
| } | |
| } | |
| } | |
| } | |
| void Player::onImageStateAnimation(U32 imageSlot, const char* seqName, bool direction, bool scaleToState, F32 stateTimeOutValue) | |
| { | |
| if (mDataBlock->allowImageStateAnimation && isGhost()) | |
| { | |
| MountedImage& image = mMountedImageList[imageSlot]; | |
| // Just as with onImageAnimThreadChange we're going to apply various prefixes to determine the final sequence to use. | |
| // Here is the order: | |
| // imageBasePrefix_scriptPrefix_baseAnimName | |
| // imageBasePrefix_baseAnimName | |
| // scriptPrefix_baseAnimName | |
| // baseAnimName | |
| // Collect the prefixes | |
| const char* imageBasePrefix = ""; | |
| bool hasImageBasePrefix = image.dataBlock && image.dataBlock->imageAnimPrefix && image.dataBlock->imageAnimPrefix[0]; | |
| if (hasImageBasePrefix) | |
| imageBasePrefix = image.dataBlock->imageAnimPrefix; | |
| const char* scriptPrefix = getImageScriptAnimPrefix(imageSlot).getString(); | |
| bool hasScriptPrefix = scriptPrefix && scriptPrefix[0]; | |
| S32 seqIndex = mShapeInstance->getShape()->findSequence(seqName); | |
| // Find the final sequence based on the prefix combinations | |
| if (hasImageBasePrefix || hasScriptPrefix) | |
| { | |
| bool found = false; | |
| String baseSeqName(seqName); | |
| if (!found && hasImageBasePrefix && hasScriptPrefix) | |
| { | |
| String seqName = String(imageBasePrefix) + String("_") + String(scriptPrefix) + String("_") + baseSeqName; | |
| S32 index = mShapeInstance->getShape()->findSequence(seqName); | |
| if (index != -1) | |
| { | |
| seqIndex = index; | |
| found = true; | |
| } | |
| } | |
| if (!found && hasImageBasePrefix) | |
| { | |
| String seqName = String(imageBasePrefix) + String("_") + baseSeqName; | |
| S32 index = mShapeInstance->getShape()->findSequence(seqName); | |
| if (index != -1) | |
| { | |
| seqIndex = index; | |
| found = true; | |
| } | |
| } | |
| if (!found && hasScriptPrefix) | |
| { | |
| String seqName = String(scriptPrefix) + String("_") + baseSeqName; | |
| S32 index = mShapeInstance->getShape()->findSequence(seqName); | |
| if (index != -1) | |
| { | |
| seqIndex = index; | |
| found = true; | |
| } | |
| } | |
| } | |
| if (seqIndex != -1) | |
| { | |
| if (!mImageStateThread) | |
| { | |
| mImageStateThread = mShapeInstance->addThread(); | |
| } | |
| mShapeInstance->setSequence( mImageStateThread, seqIndex, 0 ); | |
| F32 timeScale = (scaleToState && stateTimeOutValue) ? | |
| mShapeInstance->getDuration(mImageStateThread) / stateTimeOutValue : 1.0f; | |
| mShapeInstance->setTimeScale( mImageStateThread, direction ? timeScale : -timeScale ); | |
| } | |
| } | |
| } | |
| const char* Player::getImageAnimPrefix(U32 imageSlot, S32 imageShapeIndex) | |
| { | |
| if (!mDataBlock) | |
| return ""; | |
| switch (imageShapeIndex) | |
| { | |
| case ShapeBaseImageData::StandardImageShape: | |
| { | |
| return mDataBlock->imageAnimPrefix; | |
| } | |
| case ShapeBaseImageData::FirstPersonImageShape: | |
| { | |
| return mDataBlock->imageAnimPrefixFP; | |
| } | |
| default: | |
| { | |
| return ""; | |
| } | |
| } | |
| } | |
| void Player::onImageAnimThreadChange(U32 imageSlot, S32 imageShapeIndex, ShapeBaseImageData::StateData* lastState, const char* anim, F32 pos, F32 timeScale, bool reset) | |
| { | |
| if (!mShapeFPInstance[imageSlot] || !mShapeFPAnimThread[imageSlot]) | |
| return; | |
| MountedImage& image = mMountedImageList[imageSlot]; | |
| ShapeBaseImageData::StateData& stateData = *image.state; | |
| if (reset) | |
| { | |
| // Reset cyclic sequences back to the first frame to turn it off | |
| // (the first key frame should be it's off state). | |
| if (mShapeFPAnimThread[imageSlot]->getSequence()->isCyclic() && (stateData.sequenceNeverTransition || !(stateData.sequenceTransitionIn || (lastState && lastState->sequenceTransitionOut))) ) | |
| { | |
| mShapeFPInstance[imageSlot]->setPos(mShapeFPAnimThread[imageSlot],0); | |
| mShapeFPInstance[imageSlot]->setTimeScale(mShapeFPAnimThread[imageSlot],0); | |
| } | |
| return; | |
| } | |
| // Just as with ShapeBase::udpateAnimThread we're going to apply various prefixes to determine the final sequence to use. | |
| // Here is the order: | |
| // imageBasePrefix_scriptPrefix_baseAnimName | |
| // imageBasePrefix_baseAnimName | |
| // scriptPrefix_baseAnimName | |
| // baseAnimName | |
| // Collect the prefixes | |
| const char* imageBasePrefix = ""; | |
| bool hasImageBasePrefix = image.dataBlock && image.dataBlock->imageAnimPrefixFP && image.dataBlock->imageAnimPrefixFP[0]; | |
| if (hasImageBasePrefix) | |
| imageBasePrefix = image.dataBlock->imageAnimPrefixFP; | |
| const char* scriptPrefix = getImageScriptAnimPrefix(imageSlot).getString(); | |
| bool hasScriptPrefix = scriptPrefix && scriptPrefix[0]; | |
| S32 seqIndex = mShapeFPInstance[imageSlot]->getShape()->findSequence(anim); | |
| // Find the final sequence based on the prefix combinations | |
| if (hasImageBasePrefix || hasScriptPrefix) | |
| { | |
| bool found = false; | |
| String baseSeqName(anim); | |
| if (!found && hasImageBasePrefix && hasScriptPrefix) | |
| { | |
| String seqName = String(imageBasePrefix) + String("_") + String(scriptPrefix) + String("_") + baseSeqName; | |
| S32 index = mShapeFPInstance[imageSlot]->getShape()->findSequence(seqName); | |
| if (index != -1) | |
| { | |
| seqIndex = index; | |
| found = true; | |
| } | |
| } | |
| if (!found && hasImageBasePrefix) | |
| { | |
| String seqName = String(imageBasePrefix) + String("_") + baseSeqName; | |
| S32 index = mShapeFPInstance[imageSlot]->getShape()->findSequence(seqName); | |
| if (index != -1) | |
| { | |
| seqIndex = index; | |
| found = true; | |
| } | |
| } | |
| if (!found && hasScriptPrefix) | |
| { | |
| String seqName = String(scriptPrefix) + String("_") + baseSeqName; | |
| S32 index = mShapeFPInstance[imageSlot]->getShape()->findSequence(seqName); | |
| if (index != -1) | |
| { | |
| seqIndex = index; | |
| found = true; | |
| } | |
| } | |
| } | |
| if (seqIndex != -1) | |
| { | |
| if (!lastState) | |
| { | |
| // No lastState indicates that we are just switching animation sequences, not states. Transition into this new sequence, but only | |
| // if it is different than what we're currently playing. | |
| S32 prevSeq = -1; | |
| if (mShapeFPAnimThread[imageSlot]->hasSequence()) | |
| { | |
| prevSeq = mShapeFPInstance[imageSlot]->getSequence(mShapeFPAnimThread[imageSlot]); | |
| } | |
| if (seqIndex != prevSeq) | |
| { | |
| mShapeFPInstance[imageSlot]->transitionToSequence(mShapeFPAnimThread[imageSlot], seqIndex, pos, image.dataBlock->scriptAnimTransitionTime, true); | |
| } | |
| } | |
| else if (!stateData.sequenceNeverTransition && stateData.sequenceTransitionTime && (stateData.sequenceTransitionIn || (lastState && lastState->sequenceTransitionOut)) ) | |
| { | |
| mShapeFPInstance[imageSlot]->transitionToSequence(mShapeFPAnimThread[imageSlot], seqIndex, pos, stateData.sequenceTransitionTime, true); | |
| } | |
| else | |
| { | |
| mShapeFPInstance[imageSlot]->setSequence(mShapeFPAnimThread[imageSlot], seqIndex, pos); | |
| } | |
| mShapeFPInstance[imageSlot]->setTimeScale(mShapeFPAnimThread[imageSlot], timeScale); | |
| } | |
| } | |
| void Player::onImageAnimThreadUpdate(U32 imageSlot, S32 imageShapeIndex, F32 dt) | |
| { | |
| if (!mShapeFPInstance[imageSlot]) | |
| return; | |
| if (mShapeFPAmbientThread[imageSlot] && mShapeFPAmbientThread[imageSlot]->hasSequence()) | |
| { | |
| mShapeFPInstance[imageSlot]->advanceTime(dt,mShapeFPAmbientThread[imageSlot]); | |
| } | |
| if (mShapeFPAnimThread[imageSlot] && mShapeFPAnimThread[imageSlot]->hasSequence()) | |
| { | |
| mShapeFPInstance[imageSlot]->advanceTime(dt,mShapeFPAnimThread[imageSlot]); | |
| } | |
| } | |
| void Player::onUnmount( ShapeBase *obj, S32 node ) | |
| { | |
| // Reset back to root position during dismount. | |
| setActionThread(PlayerData::RootAnim,true,false,false); | |
| // Re-orient the player straight up | |
| Point3F pos,vec; | |
| getTransform().getColumn(1,&vec); | |
| getTransform().getColumn(3,&pos); | |
| Point3F rot(0.0f,0.0f,-mAtan2(-vec.x,vec.y)); | |
| setPosition(pos,rot); | |
| // Parent function will call script | |
| Parent::onUnmount( obj, node ); | |
| } | |
| void Player::unmount() | |
| { | |
| // Reset back to root position during dismount. This copies what is | |
| // done on the server and corrects the fact that the RootAnim change | |
| // is not sent across to the client using the standard ActionMask. | |
| setActionThread(PlayerData::RootAnim,true,false,false); | |
| Parent::unmount(); | |
| } | |
| //---------------------------------------------------------------------------- | |
| void Player::updateAnimation(F32 dt) | |
| { | |
| // If dead then remove any image animations | |
| if ((mDamageState == Disabled || mDamageState == Destroyed) && mImageStateThread) | |
| { | |
| // Remove the image state animation | |
| mShapeInstance->destroyThread(mImageStateThread); | |
| mImageStateThread = 0; | |
| } | |
| if ((isGhost() || mActionAnimation.animateOnServer) && mActionAnimation.thread) | |
| mShapeInstance->advanceTime(dt,mActionAnimation.thread); | |
| if (mRecoilThread) | |
| mShapeInstance->advanceTime(dt,mRecoilThread); | |
| if (mImageStateThread) | |
| mShapeInstance->advanceTime(dt,mImageStateThread); | |
| // If we are the client's player on this machine, then we need | |
| // to make sure the transforms are up to date as they are used | |
| // to setup the camera. | |
| if (isGhost()) | |
| { | |
| if (getControllingClient()) | |
| { | |
| updateAnimationTree(isFirstPerson()); | |
| mShapeInstance->animate(); | |
| } | |
| else | |
| { | |
| updateAnimationTree(false); | |
| } | |
| } | |
| } | |
| void Player::updateAnimationTree(bool firstPerson) | |
| { | |
| S32 mode = 0; | |
| if (firstPerson) | |
| if (mActionAnimation.firstPerson) | |
| mode = 0; | |
| // TSShapeInstance::MaskNodeRotation; | |
| // TSShapeInstance::MaskNodePosX | | |
| // TSShapeInstance::MaskNodePosY; | |
| else | |
| mode = TSShapeInstance::MaskNodeAllButBlend; | |
| for (U32 i = 0; i < PlayerData::NumSpineNodes; i++) | |
| if (mDataBlock->spineNode[i] != -1) | |
| mShapeInstance->setNodeAnimationState(mDataBlock->spineNode[i],mode); | |
| } | |
| //---------------------------------------------------------------------------- | |
| bool Player::step(Point3F *pos,F32 *maxStep,F32 time) | |
| { | |
| const Point3F& scale = getScale(); | |
| Box3F box; | |
| VectorF offset = mVelocity * time; | |
| box.minExtents = mObjBox.minExtents + offset + *pos; | |
| box.maxExtents = mObjBox.maxExtents + offset + *pos; | |
| box.maxExtents.z += mDataBlock->maxStepHeight * scale.z + sMinFaceDistance; | |
| SphereF sphere; | |
| sphere.center = (box.minExtents + box.maxExtents) * 0.5f; | |
| VectorF bv = box.maxExtents - sphere.center; | |
| sphere.radius = bv.len(); | |
| ClippedPolyList polyList; | |
| polyList.mPlaneList.clear(); | |
| polyList.mNormal.set(0.0f, 0.0f, 0.0f); | |
| polyList.mPlaneList.setSize(6); | |
| polyList.mPlaneList[0].set(box.minExtents,VectorF(-1.0f, 0.0f, 0.0f)); | |
| polyList.mPlaneList[1].set(box.maxExtents,VectorF(0.0f, 1.0f, 0.0f)); | |
| polyList.mPlaneList[2].set(box.maxExtents,VectorF(1.0f, 0.0f, 0.0f)); | |
| polyList.mPlaneList[3].set(box.minExtents,VectorF(0.0f, -1.0f, 0.0f)); | |
| polyList.mPlaneList[4].set(box.minExtents,VectorF(0.0f, 0.0f, -1.0f)); | |
| polyList.mPlaneList[5].set(box.maxExtents,VectorF(0.0f, 0.0f, 1.0f)); | |
| CollisionWorkingList& rList = mConvex.getWorkingList(); | |
| CollisionWorkingList* pList = rList.wLink.mNext; | |
| while (pList != &rList) { | |
| Convex* pConvex = pList->mConvex; | |
| // Alright, here's the deal... a polysoup mesh really needs to be | |
| // designed with stepping in mind. If there are too many smallish polygons | |
| // the stepping system here gets confused and allows you to run up walls | |
| // or on the edges/seams of meshes. | |
| TSStatic *st = dynamic_cast<TSStatic *> (pConvex->getObject()); | |
| bool skip = false; | |
| if (st && !st->allowPlayerStep()) | |
| skip = true; | |
| if ((pConvex->getObject()->getTypeMask() & StaticObjectType) != 0 && !skip) | |
| { | |
| Box3F convexBox = pConvex->getBoundingBox(); | |
| if (box.isOverlapped(convexBox)) | |
| pConvex->getPolyList(&polyList); | |
| } | |
| pList = pList->wLink.mNext; | |
| } | |
| // Find max step height | |
| F32 stepHeight = pos->z - sMinFaceDistance; | |
| U32* vp = polyList.mIndexList.begin(); | |
| U32* ep = polyList.mIndexList.end(); | |
| for (; vp != ep; vp++) { | |
| F32 h = polyList.mVertexList[*vp].point.z + sMinFaceDistance; | |
| if (h > stepHeight) | |
| stepHeight = h; | |
| } | |
| F32 step = stepHeight - pos->z; | |
| if (stepHeight > pos->z && step < *maxStep) { | |
| // Go ahead and step | |
| pos->z = stepHeight; | |
| *maxStep -= step; | |
| return true; | |
| } | |
| return false; | |
| } | |
| //---------------------------------------------------------------------------- | |
| inline Point3F createInterpPos(const Point3F& s, const Point3F& e, const F32 t, const F32 d) | |
| { | |
| Point3F ret; | |
| ret.interpolate(s, e, t/d); | |
| return ret; | |
| } | |
| Point3F Player::_move( const F32 travelTime, Collision *outCol ) | |
| { | |
| // Try and move to new pos | |
| F32 totalMotion = 0.0f; | |
| // TODO: not used? | |
| //F32 initialSpeed = mVelocity.len(); | |
| Point3F start; | |
| Point3F initialPosition; | |
| getTransform().getColumn(3,&start); | |
| initialPosition = start; | |
| static CollisionList collisionList; | |
| static CollisionList physZoneCollisionList; | |
| collisionList.clear(); | |
| physZoneCollisionList.clear(); | |
| MatrixF collisionMatrix(true); | |
| collisionMatrix.setColumn(3, start); | |
| VectorF firstNormal(0.0f, 0.0f, 0.0f); | |
| F32 maxStep = mDataBlock->maxStepHeight; | |
| F32 time = travelTime; | |
| U32 count = 0; | |
| const Point3F& scale = getScale(); | |
| static Polyhedron sBoxPolyhedron; | |
| static ExtrudedPolyList sExtrudedPolyList; | |
| static ExtrudedPolyList sPhysZonePolyList; | |
| for (; count < sMoveRetryCount; count++) { | |
| F32 speed = mVelocity.len(); | |
| if (!speed && !mDeath.haveVelocity()) | |
| break; | |
| Point3F end = start + mVelocity * time; | |
| if (mDeath.haveVelocity()) { | |
| // Add in death movement- | |
| VectorF deathVel = mDeath.getPosAdd(); | |
| VectorF resVel; | |
| getTransform().mulV(deathVel, & resVel); | |
| end += resVel; | |
| } | |
| Point3F distance = end - start; | |
| if (mFabs(distance.x) < mObjBox.len_x() && | |
| mFabs(distance.y) < mObjBox.len_y() && | |
| mFabs(distance.z) < mObjBox.len_z()) | |
| { | |
| // We can potentially early out of this. If there are no polys in the clipped polylist at our | |
| // end position, then we can bail, and just set start = end; | |
| Box3F wBox = mScaledBox; | |
| wBox.minExtents += end; | |
| wBox.maxExtents += end; | |
| static EarlyOutPolyList eaPolyList; | |
| eaPolyList.clear(); | |
| eaPolyList.mNormal.set(0.0f, 0.0f, 0.0f); | |
| eaPolyList.mPlaneList.clear(); | |
| eaPolyList.mPlaneList.setSize(6); | |
| eaPolyList.mPlaneList[0].set(wBox.minExtents,VectorF(-1.0f, 0.0f, 0.0f)); | |
| eaPolyList.mPlaneList[1].set(wBox.maxExtents,VectorF(0.0f, 1.0f, 0.0f)); | |
| eaPolyList.mPlaneList[2].set(wBox.maxExtents,VectorF(1.0f, 0.0f, 0.0f)); | |
| eaPolyList.mPlaneList[3].set(wBox.minExtents,VectorF(0.0f, -1.0f, 0.0f)); | |
| eaPolyList.mPlaneList[4].set(wBox.minExtents,VectorF(0.0f, 0.0f, -1.0f)); | |
| eaPolyList.mPlaneList[5].set(wBox.maxExtents,VectorF(0.0f, 0.0f, 1.0f)); | |
| // Build list from convex states here... | |
| CollisionWorkingList& rList = mConvex.getWorkingList(); | |
| CollisionWorkingList* pList = rList.wLink.mNext; | |
| while (pList != &rList) { | |
| Convex* pConvex = pList->mConvex; | |
| if (pConvex->getObject()->getTypeMask() & sCollisionMoveMask) { | |
| Box3F convexBox = pConvex->getBoundingBox(); | |
| if (wBox.isOverlapped(convexBox)) | |
| { | |
| // No need to separate out the physical zones here, we want those | |
| // to cause a fallthrough as well... | |
| pConvex->getPolyList(&eaPolyList); | |
| } | |
| } | |
| pList = pList->wLink.mNext; | |
| } | |
| if (eaPolyList.isEmpty()) | |
| { | |
| totalMotion += (end - start).len(); | |
| start = end; | |
| break; | |
| } | |
| } | |
| collisionMatrix.setColumn(3, start); | |
| sBoxPolyhedron.buildBox(collisionMatrix, mScaledBox, true); | |
| // Setup the bounding box for the extrudedPolyList | |
| Box3F plistBox = mScaledBox; | |
| collisionMatrix.mul(plistBox); | |
| Point3F oldMin = plistBox.minExtents; | |
| Point3F oldMax = plistBox.maxExtents; | |
| plistBox.minExtents.setMin(oldMin + (mVelocity * time) - Point3F(0.1f, 0.1f, 0.1f)); | |
| plistBox.maxExtents.setMax(oldMax + (mVelocity * time) + Point3F(0.1f, 0.1f, 0.1f)); | |
| // Build extruded polyList... | |
| VectorF vector = end - start; | |
| sExtrudedPolyList.extrude(sBoxPolyhedron,vector); | |
| sExtrudedPolyList.setVelocity(mVelocity); | |
| sExtrudedPolyList.setCollisionList(&collisionList); | |
| sPhysZonePolyList.extrude(sBoxPolyhedron,vector); | |
| sPhysZonePolyList.setVelocity(mVelocity); | |
| sPhysZonePolyList.setCollisionList(&physZoneCollisionList); | |
| // Build list from convex states here... | |
| CollisionWorkingList& rList = mConvex.getWorkingList(); | |
| CollisionWorkingList* pList = rList.wLink.mNext; | |
| while (pList != &rList) { | |
| Convex* pConvex = pList->mConvex; | |
| if (pConvex->getObject()->getTypeMask() & sCollisionMoveMask) { | |
| Box3F convexBox = pConvex->getBoundingBox(); | |
| if (plistBox.isOverlapped(convexBox)) | |
| { | |
| if (pConvex->getObject()->getTypeMask() & PhysicalZoneObjectType) | |
| pConvex->getPolyList(&sPhysZonePolyList); | |
| else | |
| pConvex->getPolyList(&sExtrudedPolyList); | |
| } | |
| } | |
| pList = pList->wLink.mNext; | |
| } | |
| // Take into account any physical zones... | |
| for (U32 j = 0; j < physZoneCollisionList.getCount(); j++) | |
| { | |
| AssertFatal(dynamic_cast<PhysicalZone*>(physZoneCollisionList[j].object), "Bad phys zone!"); | |
| const PhysicalZone* pZone = (PhysicalZone*)physZoneCollisionList[j].object; | |
| if (pZone->isActive()) | |
| mVelocity *= pZone->getVelocityMod(); | |
| } | |
| if (collisionList.getCount() != 0 && collisionList.getTime() < 1.0f) | |
| { | |
| // Set to collision point | |
| F32 velLen = mVelocity.len(); | |
| F32 dt = time * getMin(collisionList.getTime(), 1.0f); | |
| start += mVelocity * dt; | |
| time -= dt; | |
| totalMotion += velLen * dt; | |
| bool wasFalling = mFalling; | |
| mFalling = false; | |
| // Back off... | |
| if ( velLen > 0.f ) { | |
| F32 newT = getMin(0.01f / velLen, dt); | |
| start -= mVelocity * newT; | |
| totalMotion -= velLen * newT; | |
| } | |
| // Try stepping if there is a vertical surface | |
| if (collisionList.getMaxHeight() < start.z + mDataBlock->maxStepHeight * scale.z) | |
| { | |
| bool stepped = false; | |
| for (U32 c = 0; c < collisionList.getCount(); c++) | |
| { | |
| const Collision& cp = collisionList[c]; | |
| // if (mFabs(mDot(cp.normal,VectorF(0,0,1))) < sVerticalStepDot) | |
| // Dot with (0,0,1) just extracts Z component [lh]- | |
| if (mFabs(cp.normal.z) < sVerticalStepDot) | |
| { | |
| stepped = step(&start,&maxStep,time); | |
| break; | |
| } | |
| } | |
| if (stepped) | |
| { | |
| continue; | |
| } | |
| } | |
| // Pick the surface most parallel to the face that was hit. | |
| const Collision *collision = &collisionList[0]; | |
| const Collision *cp = collision + 1; | |
| const Collision *ep = collision + collisionList.getCount(); | |
| for (; cp != ep; cp++) | |
| { | |
| if (cp->faceDot > collision->faceDot) | |
| collision = cp; | |
| } | |
| F32 bd = _doCollisionImpact( collision, wasFalling ); | |
| // Copy this collision out so | |
| // we can use it to do impacts | |
| // and query collision. | |
| *outCol = *collision; | |
| // Subtract out velocity | |
| VectorF dv = collision->normal * (bd + sNormalElasticity); | |
| mVelocity += dv; | |
| if (count == 0) | |
| { | |
| firstNormal = collision->normal; | |
| } | |
| else | |
| { | |
| if (count == 1) | |
| { | |
| // Re-orient velocity along the crease. | |
| if (mDot(dv,firstNormal) < 0.0f && | |
| mDot(collision->normal,firstNormal) < 0.0f) | |
| { | |
| VectorF nv; | |
| mCross(collision->normal,firstNormal,&nv); | |
| F32 nvl = nv.len(); | |
| if (nvl) | |
| { | |
| if (mDot(nv,mVelocity) < 0.0f) | |
| nvl = -nvl; | |
| nv *= mVelocity.len() / nvl; | |
| mVelocity = nv; | |
| } | |
| } | |
| } | |
| } | |
| } | |
| else | |
| { | |
| totalMotion += (end - start).len(); | |
| start = end; | |
| break; | |
| } | |
| } | |
| if (count == sMoveRetryCount) | |
| { | |
| // Failed to move | |
| start = initialPosition; | |
| mVelocity.set(0.0f, 0.0f, 0.0f); | |
| } | |
| return start; | |
| } | |
| F32 Player::_doCollisionImpact( const Collision *collision, bool fallingCollision) | |
| { | |
| F32 bd = -mDot( mVelocity, collision->normal); | |
| // shake camera on ground impact | |
| if( bd > mDataBlock->groundImpactMinSpeed && isControlObject() ) | |
| { | |
| F32 ampScale = (bd - mDataBlock->groundImpactMinSpeed) / mDataBlock->minImpactSpeed; | |
| CameraShake *groundImpactShake = new CameraShake; | |
| groundImpactShake->setDuration( mDataBlock->groundImpactShakeDuration ); | |
| groundImpactShake->setFrequency( mDataBlock->groundImpactShakeFreq ); | |
| VectorF shakeAmp = mDataBlock->groundImpactShakeAmp * ampScale; | |
| groundImpactShake->setAmplitude( shakeAmp ); | |
| groundImpactShake->setFalloff( mDataBlock->groundImpactShakeFalloff ); | |
| groundImpactShake->init(); | |
| gCamFXMgr.addFX( groundImpactShake ); | |
| } | |
| if ( ((bd > mDataBlock->minImpactSpeed && fallingCollision) || bd > mDataBlock->minLateralImpactSpeed) | |
| && !mMountPending ) | |
| { | |
| if ( !isGhost() ) | |
| onImpact( collision->object, collision->normal * bd ); | |
| if (mDamageState == Enabled && mState != RecoverState) | |
| { | |
| // Scale how long we're down for | |
| if (mDataBlock->landSequenceTime > 0.0f) | |
| { | |
| // Recover time is based on the land sequence | |
| setState(RecoverState); | |
| } | |
| else | |
| { | |
| // Legacy recover system | |
| F32 value = (bd - mDataBlock->minImpactSpeed); | |
| F32 range = (mDataBlock->minImpactSpeed * 0.9f); | |
| U32 recover = mDataBlock->recoverDelay; | |
| if (value < range) | |
| recover = 1 + S32(mFloor( F32(recover) * value / range) ); | |
| //Con::printf("Used %d recover ticks", recover); | |
| //Con::printf(" minImpact = %g, this one = %g", mDataBlock->minImpactSpeed, bd); | |
| setState(RecoverState, recover); | |
| } | |
| } | |
| } | |
| if ( isServerObject() && | |
| (bd > (mDataBlock->minImpactSpeed / 3.0f) || bd > (mDataBlock->minLateralImpactSpeed / 3.0f )) ) | |
| { | |
| mImpactSound = PlayerData::ImpactNormal; | |
| setMaskBits(ImpactMask); | |
| } | |
| return bd; | |
| } | |
| void Player::_handleCollision( const Collision &collision ) | |
| { | |
| // Track collisions | |
| if ( !isGhost() && | |
| collision.object && | |
| collision.object != mContactInfo.contactObject ) | |
| queueCollision( collision.object, mVelocity - collision.object->getVelocity() ); | |
| } | |
| bool Player::updatePos(const F32 travelTime) | |
| { | |
| PROFILE_SCOPE(Player_UpdatePos); | |
| getTransform().getColumn(3,&delta.posVec); | |
| // When mounted to another object, only Z rotation used. | |
| if (isMounted()) { | |
| mVelocity = mMount.object->getVelocity(); | |
| setPosition(Point3F(0.0f, 0.0f, 0.0f), mRot); | |
| setMaskBits(MoveMask); | |
| return true; | |
| } | |
| Point3F newPos; | |
| Collision col; | |
| dMemset( &col, 0, sizeof( col ) ); | |
| // DEBUG: | |
| //Point3F savedVelocity = mVelocity; | |
| if ( mPhysicsRep ) | |
| { | |
| static CollisionList collisionList; | |
| collisionList.clear(); | |
| newPos = mPhysicsRep->move( mVelocity * travelTime, collisionList ); | |
| bool haveCollisions = false; | |
| bool wasFalling = mFalling; | |
| if (collisionList.getCount() > 0) | |
| { | |
| mFalling = false; | |
| haveCollisions = true; | |
| } | |
| if (haveCollisions) | |
| { | |
| // Pick the collision that most closely matches our direction | |
| VectorF velNormal = mVelocity; | |
| velNormal.normalizeSafe(); | |
| const Collision *collision = &collisionList[0]; | |
| F32 collisionDot = mDot(velNormal, collision->normal); | |
| const Collision *cp = collision + 1; | |
| const Collision *ep = collision + collisionList.getCount(); | |
| for (; cp != ep; cp++) | |
| { | |
| F32 dp = mDot(velNormal, cp->normal); | |
| if (dp < collisionDot) | |
| { | |
| collisionDot = dp; | |
| collision = cp; | |
| } | |
| } | |
| _doCollisionImpact( collision, wasFalling ); | |
| // Modify our velocity based on collisions | |
| for (U32 i=0; i<collisionList.getCount(); ++i) | |
| { | |
| F32 bd = -mDot( mVelocity, collisionList[i].normal ); | |
| VectorF dv = collisionList[i].normal * (bd + sNormalElasticity); | |
| mVelocity += dv; | |
| } | |
| // Store the last collision for use later on. The handle collision | |
| // code only expects a single collision object. | |
| if (collisionList.getCount() > 0) | |
| col = collisionList[collisionList.getCount() - 1]; | |
| // We'll handle any player-to-player collision, and the last collision | |
| // with other obejct types. | |
| for (U32 i=0; i<collisionList.getCount(); ++i) | |
| { | |
| Collision& colCheck = collisionList[i]; | |
| if (colCheck.object) | |
| { | |
| SceneObject* obj = static_cast<SceneObject*>(col.object); | |
| if (obj->getTypeMask() & PlayerObjectType) | |
| { | |
| _handleCollision( colCheck ); | |
| } | |
| else | |
| { | |
| col = colCheck; | |
| } | |
| } | |
| } | |
| _handleCollision( col ); | |
| } | |
| } | |
| else | |
| { | |
| if ( mVelocity.isZero() ) | |
| newPos = delta.posVec; | |
| else | |
| newPos = _move( travelTime, &col ); | |
| _handleCollision( col ); | |
| } | |
| // DEBUG: | |
| //if ( isClientObject() ) | |
| // Con::printf( "(client) vel: %g %g %g", mVelocity.x, mVelocity.y, mVelocity.z ); | |
| //else | |
| // Con::printf( "(server) vel: %g %g %g", mVelocity.x, mVelocity.y, mVelocity.z ); | |
| // Set new position | |
| // If on the client, calc delta for backstepping | |
| if (isClientObject()) | |
| { | |
| delta.pos = newPos; | |
| delta.posVec = delta.posVec - delta.pos; | |
| delta.dt = 1.0f; | |
| } | |
| setPosition( newPos, mRot ); | |
| setMaskBits( MoveMask ); | |
| updateContainer(); | |
| if (!isGhost()) | |
| { | |
| // Collisions are only queued on the server and can be | |
| // generated by either updateMove or updatePos | |
| notifyCollision(); | |
| // Do mission area callbacks on the server as well | |
| checkMissionArea(); | |
| } | |
| // Check the total distance moved. If it is more than 1000th of the velocity, then | |
| // we moved a fair amount... | |
| //if (totalMotion >= (0.001f * initialSpeed)) | |
| return true; | |
| //else | |
| //return false; | |
| } | |
| //---------------------------------------------------------------------------- | |
| void Player::_findContact( SceneObject **contactObject, | |
| VectorF *contactNormal, | |
| Vector<SceneObject*> *outOverlapObjects ) | |
| { | |
| Point3F pos; | |
| getTransform().getColumn(3,&pos); | |
| Box3F wBox; | |
| Point3F exp(0,0,sTractionDistance); | |
| wBox.minExtents = pos + mScaledBox.minExtents - exp; | |
| wBox.maxExtents.x = pos.x + mScaledBox.maxExtents.x; | |
| wBox.maxExtents.y = pos.y + mScaledBox.maxExtents.y; | |
| wBox.maxExtents.z = pos.z + mScaledBox.minExtents.z + sTractionDistance; | |
| static ClippedPolyList polyList; | |
| polyList.clear(); | |
| polyList.doConstruct(); | |
| polyList.mNormal.set(0.0f, 0.0f, 0.0f); | |
| polyList.setInterestNormal(Point3F(0.0f, 0.0f, -1.0f)); | |
| polyList.mPlaneList.setSize(6); | |
| polyList.mPlaneList[0].setYZ(wBox.minExtents, -1.0f); | |
| polyList.mPlaneList[1].setXZ(wBox.maxExtents, 1.0f); | |
| polyList.mPlaneList[2].setYZ(wBox.maxExtents, 1.0f); | |
| polyList.mPlaneList[3].setXZ(wBox.minExtents, -1.0f); | |
| polyList.mPlaneList[4].setXY(wBox.minExtents, -1.0f); | |
| polyList.mPlaneList[5].setXY(wBox.maxExtents, 1.0f); | |
| Box3F plistBox = wBox; | |
| // Expand build box as it will be used to collide with items. | |
| // PickupRadius will be at least the size of the box. | |
| F32 pd = (F32)mDataBlock->pickupDelta; | |
| wBox.minExtents.x -= pd; wBox.minExtents.y -= pd; | |
| wBox.maxExtents.x += pd; wBox.maxExtents.y += pd; | |
| wBox.maxExtents.z = pos.z + mScaledBox.maxExtents.z; | |
| // Build list from convex states here... | |
| CollisionWorkingList& rList = mConvex.getWorkingList(); | |
| CollisionWorkingList* pList = rList.wLink.mNext; | |
| while (pList != &rList) | |
| { | |
| Convex* pConvex = pList->mConvex; | |
| U32 objectMask = pConvex->getObject()->getTypeMask(); | |
| if ( ( objectMask & sCollisionMoveMask ) && | |
| !( objectMask & PhysicalZoneObjectType ) ) | |
| { | |
| Box3F convexBox = pConvex->getBoundingBox(); | |
| if (plistBox.isOverlapped(convexBox)) | |
| pConvex->getPolyList(&polyList); | |
| } | |
| else | |
| outOverlapObjects->push_back( pConvex->getObject() ); | |
| pList = pList->wLink.mNext; | |
| } | |
| if (!polyList.isEmpty()) | |
| { | |
| // Pick flattest surface | |
| F32 bestVd = -1.0f; | |
| ClippedPolyList::Poly* poly = polyList.mPolyList.begin(); | |
| ClippedPolyList::Poly* end = polyList.mPolyList.end(); | |
| for (; poly != end; poly++) | |
| { | |
| F32 vd = poly->plane.z; // i.e. mDot(Point3F(0,0,1), poly->plane); | |
| if (vd > bestVd) | |
| { | |
| bestVd = vd; | |
| *contactObject = poly->object; | |
| *contactNormal = poly->plane; | |
| } | |
| } | |
| } | |
| } | |
| void Player::findContact( bool *run, bool *jump, VectorF *contactNormal ) | |
| { | |
| SceneObject *contactObject = NULL; | |
| Vector<SceneObject*> overlapObjects; | |
| if ( mPhysicsRep ) | |
| mPhysicsRep->findContact( &contactObject, contactNormal, &overlapObjects ); | |
| else | |
| _findContact( &contactObject, contactNormal, &overlapObjects ); | |
| // Check for triggers, corpses and items. | |
| const U32 filterMask = isGhost() ? sClientCollisionContactMask : sServerCollisionContactMask; | |
| for ( U32 i=0; i < overlapObjects.size(); i++ ) | |
| { | |
| SceneObject *obj = overlapObjects[i]; | |
| U32 objectMask = obj->getTypeMask(); | |
| if ( !( objectMask & filterMask ) ) | |
| continue; | |
| // Check: triggers, corpses and items... | |
| // | |
| if (objectMask & TriggerObjectType) | |
| { | |
| Trigger* pTrigger = static_cast<Trigger*>( obj ); | |
| pTrigger->potentialEnterObject(this); | |
| } | |
| else if (objectMask & CorpseObjectType) | |
| { | |
| // If we've overlapped the worldbounding boxes, then that's it... | |
| if ( getWorldBox().isOverlapped( obj->getWorldBox() ) ) | |
| { | |
| ShapeBase* col = static_cast<ShapeBase*>( obj ); | |
| queueCollision(col,getVelocity() - col->getVelocity()); | |
| } | |
| } | |
| else if (objectMask & ItemObjectType) | |
| { | |
| // If we've overlapped the worldbounding boxes, then that's it... | |
| Item* item = static_cast<Item*>( obj ); | |
| if ( getWorldBox().isOverlapped(item->getWorldBox()) && | |
| item->getCollisionObject() != this && | |
| !item->isHidden() ) | |
| queueCollision(item,getVelocity() - item->getVelocity()); | |
| } | |
| } | |
| F32 vd = (*contactNormal).z; | |
| *run = vd > mDataBlock->runSurfaceCos; | |
| *jump = vd > mDataBlock->jumpSurfaceCos; | |
| mContactInfo.clear(); | |
| mContactInfo.contacted = contactObject != NULL; | |
| mContactInfo.contactObject = contactObject; | |
| if ( mContactInfo.contacted ) | |
| mContactInfo.contactNormal = *contactNormal; | |
| mContactInfo.run = *run; | |
| mContactInfo.jump = *jump; | |
| } | |
| //---------------------------------------------------------------------------- | |
| void Player::checkMissionArea() | |
| { | |
| // Checks to see if the player is in the Mission Area... | |
| Point3F pos; | |
| MissionArea * obj = MissionArea::getServerObject(); | |
| if(!obj) | |
| return; | |
| const RectI &area = obj->getArea(); | |
| getTransform().getColumn(3, &pos); | |
| if ((pos.x < area.point.x || pos.x > area.point.x + area.extent.x || | |
| pos.y < area.point.y || pos.y > area.point.y + area.extent.y)) { | |
| if(mInMissionArea) { | |
| mInMissionArea = false; | |
| mDataBlock->onLeaveMissionArea_callback( this ); | |
| } | |
| } | |
| else if(!mInMissionArea) | |
| { | |
| mInMissionArea = true; | |
| mDataBlock->onEnterMissionArea_callback( this ); | |
| } | |
| } | |
| //---------------------------------------------------------------------------- | |
| bool Player::isDisplacable() const | |
| { | |
| return true; | |
| } | |
| Point3F Player::getMomentum() const | |
| { | |
| return mVelocity * getMass(); | |
| } | |
| void Player::setMomentum(const Point3F& newMomentum) | |
| { | |
| Point3F newVelocity = newMomentum / getMass(); | |
| mVelocity = newVelocity; | |
| } | |
| #define LH_HACK 1 | |
| // Hack for short-term soln to Training crash - | |
| #if LH_HACK | |
| static U32 sBalance; | |
| bool Player::displaceObject(const Point3F& displacement) | |
| { | |
| F32 vellen = mVelocity.len(); | |
| if (vellen < 0.001f || sBalance > 16) { | |
| mVelocity.set(0.0f, 0.0f, 0.0f); | |
| return false; | |
| } | |
| F32 dt = displacement.len() / vellen; | |
| sBalance++; | |
| bool result = updatePos(dt); | |
| sBalance--; | |
| getTransform().getColumn(3, &delta.pos); | |
| delta.posVec.set(0.0f, 0.0f, 0.0f); | |
| return result; | |
| } | |
| #else | |
| bool Player::displaceObject(const Point3F& displacement) | |
| { | |
| F32 vellen = mVelocity.len(); | |
| if (vellen < 0.001f) { | |
| mVelocity.set(0.0f, 0.0f, 0.0f); | |
| return false; | |
| } | |
| F32 dt = displacement.len() / vellen; | |
| bool result = updatePos(dt); | |
| mObjToWorld.getColumn(3, &delta.pos); | |
| delta.posVec.set(0.0f, 0.0f, 0.0f); | |
| return result; | |
| } | |
| #endif | |
| //---------------------------------------------------------------------------- | |
| void Player::setPosition(const Point3F& pos,const Point3F& rot) | |
| { | |
| MatrixF mat; | |
| if (isMounted()) { | |
| // Use transform from mounted object | |
| MatrixF nmat,zrot; | |
| mMount.object->getMountTransform( mMount.node, mMount.xfm, &nmat ); | |
| zrot.set(EulerF(0.0f, 0.0f, rot.z)); | |
| mat.mul(nmat,zrot); | |
| } | |
| else { | |
| mat.set(EulerF(0.0f, 0.0f, rot.z)); | |
| mat.setColumn(3,pos); | |
| } | |
| Parent::setTransform(mat); | |
| mRot = rot; | |
| if ( mPhysicsRep ) | |
| mPhysicsRep->setTransform( mat ); | |
| } | |
| void Player::setRenderPosition(const Point3F& pos, const Point3F& rot, F32 dt) | |
| { | |
| MatrixF mat; | |
| if (isMounted()) { | |
| // Use transform from mounted object | |
| MatrixF nmat,zrot; | |
| mMount.object->getRenderMountTransform( dt, mMount.node, mMount.xfm, &nmat ); | |
| zrot.set(EulerF(0.0f, 0.0f, rot.z)); | |
| mat.mul(nmat,zrot); | |
| } | |
| else { | |
| EulerF orient(0.0f, 0.0f, rot.z); | |
| mat.set(orient); | |
| mat.setColumn(3, pos); | |
| if (inDeathAnim()) { | |
| F32 boxRad = (mDataBlock->boxSize.x * 0.5f); | |
| if (MatrixF * fallMat = mDeath.fallToGround(dt, pos, rot.z, boxRad)) | |
| mat = * fallMat; | |
| } | |
| else | |
| mDeath.initFall(); | |
| } | |
| Parent::setRenderTransform(mat); | |
| } | |
| //---------------------------------------------------------------------------- | |
| void Player::setTransform(const MatrixF& mat) | |
| { | |
| // This method should never be called on the client. | |
| // This currently converts all rotation in the mat into | |
| // rotations around the z axis. | |
| Point3F pos,vec; | |
| mat.getColumn(1,&vec); | |
| mat.getColumn(3,&pos); | |
| Point3F rot(0.0f, 0.0f, -mAtan2(-vec.x,vec.y)); | |
| setPosition(pos,rot); | |
| setMaskBits(MoveMask | NoWarpMask); | |
| } | |
| void Player::getEyeTransform(MatrixF* mat) | |
| { | |
| getEyeBaseTransform(mat, true); | |
| // The shape instance is animated in getEyeBaseTransform() so we're | |
| // good here when attempting to get the eye node position on the server. | |
| S32 imageIndex = -1; | |
| S32 shapeIndex = -1; | |
| MountedImage* image = NULL; | |
| ShapeBaseImageData* data = NULL; | |
| for (U32 i=0; i<ShapeBase::MaxMountedImages; ++i) | |
| { | |
| image = &(mMountedImageList[i]); | |
| if (image->dataBlock) | |
| { | |
| data = image->dataBlock; | |
| shapeIndex = getImageShapeIndex(*image); | |
| if ( data->useEyeNode && (data->animateOnServer || isGhost()) && isFirstPerson() && data->eyeMountNode[shapeIndex] != -1 && data->eyeNode[shapeIndex] != -1 ) | |
| { | |
| imageIndex = i; | |
| break; | |
| } | |
| } | |
| } | |
| if (imageIndex >= 0) | |
| { | |
| // Get the image's eye node's position relative to the eye mount node | |
| MatrixF mountTransform = image->shapeInstance[shapeIndex]->mNodeTransforms[data->eyeMountNode[shapeIndex]]; | |
| Point3F eyeMountNodePos = mountTransform.getPosition(); | |
| mountTransform = image->shapeInstance[shapeIndex]->mNodeTransforms[data->eyeNode[shapeIndex]]; | |
| Point3F eyeNodePos = mountTransform.getPosition() - eyeMountNodePos; | |
| // Now transform to the image's eye node (position only) | |
| MatrixF xfm(true); | |
| xfm.setPosition(eyeNodePos); | |
| mat->mul(xfm); | |
| } | |
| } | |
| void Player::getEyeBaseTransform(MatrixF* mat, bool includeBank) | |
| { | |
| // Eye transform in world space. We only use the eye position | |
| // from the animation and supply our own rotation. | |
| MatrixF pmat,xmat,zmat; | |
| if(!isGhost()) | |
| mShapeInstance->animate(); | |
| xmat.set(EulerF(mHead.x, 0.0f, 0.0f)); | |
| if (mUseHeadZCalc) | |
| zmat.set(EulerF(0.0f, 0.0f, mHead.z)); | |
| else | |
| zmat.identity(); | |
| if(includeBank && mDataBlock->cameraCanBank) | |
| { | |
| // Take mHead.y into account to bank the camera | |
| MatrixF imat; | |
| imat.mul(zmat, xmat); | |
| MatrixF ymat; | |
| ymat.set(EulerF(0.0f, mHead.y, 0.0f)); | |
| pmat.mul(imat, ymat); | |
| } | |
| else | |
| { | |
| pmat.mul(zmat,xmat); | |
| } | |
| F32 *dp = pmat; | |
| F32* sp; | |
| MatrixF eyeMat(true); | |
| if (mDataBlock->eyeNode != -1) | |
| { | |
| sp = mShapeInstance->mNodeTransforms[mDataBlock->eyeNode]; | |
| } | |
| else | |
| { | |
| Point3F center; | |
| mObjBox.getCenter(¢er); | |
| eyeMat.setPosition(center); | |
| sp = eyeMat; | |
| } | |
| const Point3F& scale = getScale(); | |
| dp[3] = sp[3] * scale.x; | |
| dp[7] = sp[7] * scale.y; | |
| dp[11] = sp[11] * scale.z; | |
| mat->mul(getTransform(),pmat); | |
| } | |
| void Player::getRenderEyeTransform(MatrixF* mat) | |
| { | |
| getRenderEyeBaseTransform(mat, true); | |
| // Use the first image that is set to use the eye node | |
| for (U32 i=0; i<ShapeBase::MaxMountedImages; ++i) | |
| { | |
| MountedImage& image = mMountedImageList[i]; | |
| if (image.dataBlock) | |
| { | |
| ShapeBaseImageData& data = *image.dataBlock; | |
| U32 shapeIndex = getImageShapeIndex(image); | |
| if ( data.useEyeNode && isFirstPerson() && data.eyeMountNode[shapeIndex] != -1 && data.eyeNode[shapeIndex] != -1 ) | |
| { | |
| // Get the eye node's position relative to the eye mount node | |
| MatrixF mountTransform = image.shapeInstance[shapeIndex]->mNodeTransforms[data.eyeMountNode[shapeIndex]]; | |
| Point3F eyeMountNodePos = mountTransform.getPosition(); | |
| mountTransform = image.shapeInstance[shapeIndex]->mNodeTransforms[data.eyeNode[shapeIndex]]; | |
| Point3F eyeNodePos = mountTransform.getPosition() - eyeMountNodePos; | |
| // Now transform to the image's eye node (position only) | |
| MatrixF xfm(true); | |
| xfm.setPosition(eyeNodePos); | |
| mat->mul(xfm); | |
| return; | |
| } | |
| } | |
| } | |
| } | |
| void Player::getRenderEyeBaseTransform(MatrixF* mat, bool includeBank) | |
| { | |
| // Eye transform in world space. We only use the eye position | |
| // from the animation and supply our own rotation. | |
| MatrixF pmat,xmat,zmat; | |
| xmat.set(EulerF(delta.head.x + delta.headVec.x * delta.dt, 0.0f, 0.0f)); | |
| if (mUseHeadZCalc) | |
| zmat.set(EulerF(0.0f, 0.0f, delta.head.z + delta.headVec.z * delta.dt)); | |
| else | |
| zmat.identity(); | |
| if(includeBank && mDataBlock->cameraCanBank) | |
| { | |
| // Take mHead.y delta into account to bank the camera | |
| MatrixF imat; | |
| imat.mul(zmat, xmat); | |
| MatrixF ymat; | |
| ymat.set(EulerF(0.0f, delta.head.y + delta.headVec.y * delta.dt, 0.0f)); | |
| pmat.mul(imat, ymat); | |
| } | |
| else | |
| { | |
| pmat.mul(zmat,xmat); | |
| } | |
| F32 *dp = pmat; | |
| F32* sp; | |
| MatrixF eyeMat(true); | |
| if (mDataBlock->eyeNode != -1) | |
| { | |
| sp = mShapeInstance->mNodeTransforms[mDataBlock->eyeNode]; | |
| } | |
| else | |
| { | |
| // Use the center of the Player's bounding box for the eye position. | |
| Point3F center; | |
| mObjBox.getCenter(¢er); | |
| eyeMat.setPosition(center); | |
| sp = eyeMat; | |
| } | |
| // Only use position of eye node, and take Player's scale | |
| // into account. | |
| const Point3F& scale = getScale(); | |
| dp[3] = sp[3] * scale.x; | |
| dp[7] = sp[7] * scale.y; | |
| dp[11] = sp[11] * scale.z; | |
| mat->mul(getRenderTransform(), pmat); | |
| } | |
| void Player::getMuzzleTransform(U32 imageSlot,MatrixF* mat) | |
| { | |
| disableHeadZCalc(); | |
| MatrixF nmat; | |
| Parent::getRetractionTransform(imageSlot,&nmat); | |
| MatrixF smat; | |
| Parent::getImageTransform(imageSlot,&smat); | |
| disableCollision(); | |
| // See if we are pushed into a wall... | |
| if (getDamageState() == Enabled) { | |
| Point3F start, end; | |
| smat.getColumn(3, &start); | |
| nmat.getColumn(3, &end); | |
| RayInfo rinfo; | |
| if (getContainer()->castRay(start, end, sCollisionMoveMask, &rinfo)) { | |
| Point3F finalPoint; | |
| finalPoint.interpolate(start, end, rinfo.t); | |
| nmat.setColumn(3, finalPoint); | |
| } | |
| else | |
| Parent::getMuzzleTransform(imageSlot,&nmat); | |
| } | |
| else | |
| Parent::getMuzzleTransform(imageSlot,&nmat); | |
| enableCollision(); | |
| enableHeadZCalc(); | |
| *mat = nmat; | |
| } | |
| void Player::getRenderMuzzleTransform(U32 imageSlot,MatrixF* mat) | |
| { | |
| disableHeadZCalc(); | |
| MatrixF nmat; | |
| Parent::getRenderRetractionTransform(imageSlot,&nmat); | |
| MatrixF smat; | |
| Parent::getRenderImageTransform(imageSlot,&smat); | |
| disableCollision(); | |
| // See if we are pushed into a wall... | |
| if (getDamageState() == Enabled) | |
| { | |
| Point3F start, end; | |
| smat.getColumn(3, &start); | |
| nmat.getColumn(3, &end); | |
| RayInfo rinfo; | |
| if (getContainer()->castRay(start, end, sCollisionMoveMask, &rinfo)) { | |
| Point3F finalPoint; | |
| finalPoint.interpolate(start, end, rinfo.t); | |
| nmat.setColumn(3, finalPoint); | |
| } | |
| else | |
| { | |
| Parent::getRenderMuzzleTransform(imageSlot,&nmat); | |
| } | |
| } | |
| else | |
| { | |
| Parent::getRenderMuzzleTransform(imageSlot,&nmat); | |
| } | |
| enableCollision(); | |
| enableHeadZCalc(); | |
| *mat = nmat; | |
| } | |
| void Player::getMuzzleVector(U32 imageSlot,VectorF* vec) | |
| { | |
| MatrixF mat; | |
| getMuzzleTransform(imageSlot,&mat); | |
| GameConnection * gc = getControllingClient(); | |
| if (gc && !gc->isAIControlled()) | |
| { | |
| MountedImage& image = mMountedImageList[imageSlot]; | |
| bool fp = gc->isFirstPerson(); | |
| if ((fp && image.dataBlock->correctMuzzleVector) || | |
| (!fp && image.dataBlock->correctMuzzleVectorTP)) | |
| { | |
| disableHeadZCalc(); | |
| if (getCorrectedAim(mat, vec)) | |
| { | |
| enableHeadZCalc(); | |
| return; | |
| } | |
| enableHeadZCalc(); | |
| } | |
| } | |
| mat.getColumn(1,vec); | |
| } | |
| void Player::renderMountedImage( U32 imageSlot, TSRenderState &rstate, SceneRenderState *state ) | |
| { | |
| GFX->pushWorldMatrix(); | |
| MatrixF world; | |
| MountedImage& image = mMountedImageList[imageSlot]; | |
| ShapeBaseImageData& data = *image.dataBlock; | |
| U32 imageShapeIndex; | |
| if ( state->isShadowPass() ) | |
| { | |
| // Force the standard image shapes for the shadow pass. | |
| imageShapeIndex = ShapeBaseImageData::StandardImageShape; | |
| } | |
| else | |
| { | |
| imageShapeIndex = getImageShapeIndex(image); | |
| } | |
| if ( !state->isShadowPass() && isFirstPerson() && (data.useEyeOffset || (data.useEyeNode && data.eyeMountNode[imageShapeIndex] != -1)) ) | |
| { | |
| if (data.useEyeNode && data.eyeMountNode[imageShapeIndex] != -1) | |
| { | |
| MatrixF nmat; | |
| getRenderEyeBaseTransform(&nmat, mDataBlock->mountedImagesBank); | |
| MatrixF offsetMat = image.shapeInstance[imageShapeIndex]->mNodeTransforms[data.eyeMountNode[imageShapeIndex]]; | |
| offsetMat.affineInverse(); | |
| world.mul(nmat,offsetMat); | |
| } | |
| else | |
| { | |
| MatrixF nmat; | |
| getRenderEyeBaseTransform(&nmat, mDataBlock->mountedImagesBank); | |
| world.mul(nmat,data.eyeOffset); | |
| } | |
| if ( imageSlot == 0 ) | |
| { | |
| MatrixF nmat; | |
| MatrixF smat; | |
| getRenderRetractionTransform(0,&nmat); | |
| getRenderImageTransform(0,&smat); | |
| // See if we are pushed into a wall... | |
| Point3F start, end; | |
| smat.getColumn(3, &start); | |
| nmat.getColumn(3, &end); | |
| Point3F displace = (start - end) * mWeaponBackFraction; | |
| world.setPosition( world.getPosition() + displace ); | |
| } | |
| } | |
| else | |
| { | |
| MatrixF nmat; | |
| getRenderMountTransform( 0.0f, data.mountPoint, MatrixF::Identity, &nmat); | |
| world.mul(nmat,data.mountTransform[imageShapeIndex]); | |
| } | |
| GFX->setWorldMatrix( world ); | |
| image.shapeInstance[imageShapeIndex]->animate(); | |
| image.shapeInstance[imageShapeIndex]->render( rstate ); | |
| // Render the first person mount image shape? | |
| if (!state->isShadowPass() && imageShapeIndex == ShapeBaseImageData::FirstPersonImageShape && mShapeFPInstance[imageSlot]) | |
| { | |
| mShapeFPInstance[imageSlot]->animate(); | |
| mShapeFPInstance[imageSlot]->render( rstate ); | |
| } | |
| GFX->popWorldMatrix(); | |
| } | |
| // Bot aiming code calls this frequently and will work fine without the check | |
| // for being pushed into a wall, which shows up on profile at ~ 3% (eight bots) | |
| void Player::getMuzzlePointAI(U32 imageSlot, Point3F* point) | |
| { | |
| MatrixF nmat; | |
| Parent::getMuzzleTransform(imageSlot, &nmat); | |
| // If we are in one of the standard player animations, adjust the | |
| // muzzle to point in the direction we are looking. | |
| if (mActionAnimation.action < PlayerData::NumTableActionAnims) | |
| { | |
| MatrixF xmat; | |
| xmat.set(EulerF(mHead.x, 0, 0)); | |
| MatrixF result; | |
| result.mul(getTransform(), xmat); | |
| F32 *sp = nmat, *dp = result; | |
| dp[3] = sp[3]; dp[7] = sp[7]; dp[11] = sp[11]; | |
| result.getColumn(3, point); | |
| } | |
| else | |
| nmat.getColumn(3, point); | |
| } | |
| void Player::getCameraParameters(F32 *min,F32* max,Point3F* off,MatrixF* rot) | |
| { | |
| if (!mControlObject.isNull() && mControlObject == getObjectMount()) { | |
| mControlObject->getCameraParameters(min,max,off,rot); | |
| return; | |
| } | |
| const Point3F& scale = getScale(); | |
| *min = mDataBlock->cameraMinDist * scale.y; | |
| *max = mDataBlock->cameraMaxDist * scale.y; | |
| off->set(0.0f, 0.0f, 0.0f); | |
| rot->identity(); | |
| } | |
| //---------------------------------------------------------------------------- | |
| Point3F Player::getVelocity() const | |
| { | |
| return mVelocity; | |
| } | |
| F32 Player::getSpeed() const | |
| { | |
| return mVelocity.len(); | |
| } | |
| void Player::setVelocity(const VectorF& vel) | |
| { | |
| AssertFatal( !mIsNaN( vel ), "Player::setVelocity() - The velocity is NaN!" ); | |
| mVelocity = vel; | |
| setMaskBits(MoveMask); | |
| } | |
| void Player::applyImpulse(const Point3F&,const VectorF& vec) | |
| { | |
| AssertFatal( !mIsNaN( vec ), "Player::applyImpulse() - The vector is NaN!" ); | |
| // Players ignore angular velocity | |
| VectorF vel; | |
| vel.x = vec.x / getMass(); | |
| vel.y = vec.y / getMass(); | |
| vel.z = vec.z / getMass(); | |
| // Make sure the impulse isn't too big | |
| F32 len = vel.magnitudeSafe(); | |
| if (len > sMaxImpulseVelocity) | |
| { | |
| Point3F excess = vel * ( 1.0f - (sMaxImpulseVelocity / len ) ); | |
| vel -= excess; | |
| } | |
| setVelocity(mVelocity + vel); | |
| } | |
| //---------------------------------------------------------------------------- | |
| bool Player::castRay(const Point3F &start, const Point3F &end, RayInfo* info) | |
| { | |
| if (getDamageState() != Enabled) | |
| return false; | |
| // Collide against bounding box. Need at least this for the editor. | |
| F32 st,et,fst = 0.0f,fet = 1.0f; | |
| F32 *bmin = &mObjBox.minExtents.x; | |
| F32 *bmax = &mObjBox.maxExtents.x; | |
| F32 const *si = &start.x; | |
| F32 const *ei = &end.x; | |
| for (int i = 0; i < 3; i++) { | |
| if (*si < *ei) { | |
| if (*si > *bmax || *ei < *bmin) | |
| return false; | |
| F32 di = *ei - *si; | |
| st = (*si < *bmin)? (*bmin - *si) / di: 0.0f; | |
| et = (*ei > *bmax)? (*bmax - *si) / di: 1.0f; | |
| } | |
| else { | |
| if (*ei > *bmax || *si < *bmin) | |
| return false; | |
| F32 di = *ei - *si; | |
| st = (*si > *bmax)? (*bmax - *si) / di: 0.0f; | |
| et = (*ei < *bmin)? (*bmin - *si) / di: 1.0f; | |
| } | |
| if (st > fst) fst = st; | |
| if (et < fet) fet = et; | |
| if (fet < fst) | |
| return false; | |
| bmin++; bmax++; | |
| si++; ei++; | |
| } | |
| info->normal = start - end; | |
| info->normal.normalizeSafe(); | |
| getTransform().mulV( info->normal ); | |
| info->t = fst; | |
| info->object = this; | |
| info->point.interpolate(start,end,fst); | |
| info->material = 0; | |
| return true; | |
| } | |
| //---------------------------------------------------------------------------- | |
| static MatrixF IMat(1); | |
| bool Player::buildPolyList(PolyListContext, AbstractPolyList* polyList, const Box3F&, const SphereF&) | |
| { | |
| // Collision with the player is always against the player's object | |
| // space bounding box axis aligned in world space. | |
| Point3F pos; | |
| getTransform().getColumn(3,&pos); | |
| IMat.setColumn(3,pos); | |
| polyList->setTransform(&IMat, Point3F(1.0f,1.0f,1.0f)); | |
| polyList->setObject(this); | |
| polyList->addBox(mObjBox); | |
| return true; | |
| } | |
| void Player::buildConvex(const Box3F& box, Convex* convex) | |
| { | |
| if (mShapeInstance == NULL) | |
| return; | |
| // These should really come out of a pool | |
| mConvexList->collectGarbage(); | |
| Box3F realBox = box; | |
| mWorldToObj.mul(realBox); | |
| realBox.minExtents.convolveInverse(mObjScale); | |
| realBox.maxExtents.convolveInverse(mObjScale); | |
| if (realBox.isOverlapped(getObjBox()) == false) | |
| return; | |
| Convex* cc = 0; | |
| CollisionWorkingList& wl = convex->getWorkingList(); | |
| for (CollisionWorkingList* itr = wl.wLink.mNext; itr != &wl; itr = itr->wLink.mNext) { | |
| if (itr->mConvex->getType() == BoxConvexType && | |
| itr->mConvex->getObject() == this) { | |
| cc = itr->mConvex; | |
| break; | |
| } | |
| } | |
| if (cc) | |
| return; | |
| // Create a new convex. | |
| BoxConvex* cp = new OrthoBoxConvex; | |
| mConvexList->registerObject(cp); | |
| convex->addToWorkingList(cp); | |
| cp->init(this); | |
| mObjBox.getCenter(&cp->mCenter); | |
| cp->mSize.x = mObjBox.len_x() / 2.0f; | |
| cp->mSize.y = mObjBox.len_y() / 2.0f; | |
| cp->mSize.z = mObjBox.len_z() / 2.0f; | |
| } | |
| //---------------------------------------------------------------------------- | |
| void Player::updateWorkingCollisionSet() | |
| { | |
| // First, we need to adjust our velocity for possible acceleration. It is assumed | |
| // that we will never accelerate more than 20 m/s for gravity, plus 10 m/s for | |
| // jetting, and an equivalent 10 m/s for jumping. We also assume that the | |
| // working list is updated on a Tick basis, which means we only expand our | |
| // box by the possible movement in that tick. | |
| Point3F scaledVelocity = mVelocity * TickSec; | |
| F32 len = scaledVelocity.len(); | |
| F32 newLen = len + (10.0f * TickSec); | |
| // Check to see if it is actually necessary to construct the new working list, | |
| // or if we can use the cached version from the last query. We use the x | |
| // component of the min member of the mWorkingQueryBox, which is lame, but | |
| // it works ok. | |
| bool updateSet = false; | |
| Box3F convexBox = mConvex.getBoundingBox(getTransform(), getScale()); | |
| F32 l = (newLen * 1.1f) + 0.1f; // from Convex::updateWorkingList | |
| const Point3F lPoint( l, l, l ); | |
| convexBox.minExtents -= lPoint; | |
| convexBox.maxExtents += lPoint; | |
| // Check containment | |
| if (mWorkingQueryBox.minExtents.x != -1e9f) | |
| { | |
| if (mWorkingQueryBox.isContained(convexBox) == false) | |
| // Needed region is outside the cached region. Update it. | |
| updateSet = true; | |
| } | |
| else | |
| { | |
| // Must update | |
| updateSet = true; | |
| } | |
| // Actually perform the query, if necessary | |
| if (updateSet == true) { | |
| const Point3F twolPoint( 2.0f * l, 2.0f * l, 2.0f * l ); | |
| mWorkingQueryBox = convexBox; | |
| mWorkingQueryBox.minExtents -= twolPoint; | |
| mWorkingQueryBox.maxExtents += twolPoint; | |
| disableCollision(); | |
| mConvex.updateWorkingList(mWorkingQueryBox, | |
| isGhost() ? sClientCollisionContactMask : sServerCollisionContactMask); | |
| enableCollision(); | |
| } | |
| } | |
| //---------------------------------------------------------------------------- | |
| void Player::writePacketData(GameConnection *connection, BitStream *stream) | |
| { | |
| Parent::writePacketData(connection, stream); | |
| stream->writeInt(mState,NumStateBits); | |
| if (stream->writeFlag(mState == RecoverState)) | |
| stream->writeInt(mRecoverTicks,PlayerData::RecoverDelayBits); | |
| if (stream->writeFlag(mJumpDelay > 0)) | |
| stream->writeInt(mJumpDelay,PlayerData::JumpDelayBits); | |
| Point3F pos; | |
| getTransform().getColumn(3,&pos); | |
| if (stream->writeFlag(!isMounted())) { | |
| // Will get position from mount | |
| stream->setCompressionPoint(pos); | |
| stream->write(pos.x); | |
| stream->write(pos.y); | |
| stream->write(pos.z); | |
| stream->write(mVelocity.x); | |
| stream->write(mVelocity.y); | |
| stream->write(mVelocity.z); | |
| stream->writeInt(mJumpSurfaceLastContact > 15 ? 15 : mJumpSurfaceLastContact, 4); | |
| if (stream->writeFlag(!mAllowSprinting || !mAllowCrouching || !mAllowProne || !mAllowJumping || !mAllowJetJumping || !mAllowSwimming)) | |
| { | |
| stream->writeFlag(mAllowJumping); | |
| stream->writeFlag(mAllowJetJumping); | |
| stream->writeFlag(mAllowSprinting); | |
| stream->writeFlag(mAllowCrouching); | |
| stream->writeFlag(mAllowProne); | |
| stream->writeFlag(mAllowSwimming); | |
| } | |
| } | |
| stream->write(mHead.x); | |
| if(stream->writeFlag(mDataBlock->cameraCanBank)) | |
| { | |
| // Include mHead.y to allow for camera banking | |
| stream->write(mHead.y); | |
| } | |
| stream->write(mHead.z); | |
| stream->write(mRot.z); | |
| if (mControlObject) { | |
| S32 gIndex = connection->getGhostIndex(mControlObject); | |
| if (stream->writeFlag(gIndex != -1)) { | |
| stream->writeInt(gIndex,NetConnection::GhostIdBitSize); | |
| mControlObject->writePacketData(connection, stream); | |
| } | |
| } | |
| else | |
| stream->writeFlag(false); | |
| } | |
| void Player::readPacketData(GameConnection *connection, BitStream *stream) | |
| { | |
| Parent::readPacketData(connection, stream); | |
| mState = (ActionState)stream->readInt(NumStateBits); | |
| if (stream->readFlag()) | |
| mRecoverTicks = stream->readInt(PlayerData::RecoverDelayBits); | |
| if (stream->readFlag()) | |
| mJumpDelay = stream->readInt(PlayerData::JumpDelayBits); | |
| else | |
| mJumpDelay = 0; | |
| Point3F pos,rot; | |
| if (stream->readFlag()) { | |
| // Only written if we are not mounted | |
| stream->read(&pos.x); | |
| stream->read(&pos.y); | |
| stream->read(&pos.z); | |
| stream->read(&mVelocity.x); | |
| stream->read(&mVelocity.y); | |
| stream->read(&mVelocity.z); | |
| stream->setCompressionPoint(pos); | |
| delta.pos = pos; | |
| mJumpSurfaceLastContact = stream->readInt(4); | |
| if (stream->readFlag()) | |
| { | |
| mAllowJumping = stream->readFlag(); | |
| mAllowJetJumping = stream->readFlag(); | |
| mAllowSprinting = stream->readFlag(); | |
| mAllowCrouching = stream->readFlag(); | |
| mAllowProne = stream->readFlag(); | |
| mAllowSwimming = stream->readFlag(); | |
| } | |
| else | |
| { | |
| mAllowJumping = true; | |
| mAllowJetJumping = true; | |
| mAllowSprinting = true; | |
| mAllowCrouching = true; | |
| mAllowProne = true; | |
| mAllowSwimming = true; | |
| } | |
| } | |
| else | |
| pos = delta.pos; | |
| stream->read(&mHead.x); | |
| if(stream->readFlag()) | |
| { | |
| // Include mHead.y to allow for camera banking | |
| stream->read(&mHead.y); | |
| } | |
| stream->read(&mHead.z); | |
| stream->read(&rot.z); | |
| rot.x = rot.y = 0; | |
| setPosition(pos,rot); | |
| delta.head = mHead; | |
| delta.rot = rot; | |
| if (stream->readFlag()) { | |
| S32 gIndex = stream->readInt(NetConnection::GhostIdBitSize); | |
| ShapeBase* obj = static_cast<ShapeBase*>(connection->resolveGhost(gIndex)); | |
| setControlObject(obj); | |
| obj->readPacketData(connection, stream); | |
| } | |
| else | |
| setControlObject(0); | |
| } | |
| U32 Player::packUpdate(NetConnection *con, U32 mask, BitStream *stream) | |
| { | |
| U32 retMask = Parent::packUpdate(con, mask, stream); | |
| if (stream->writeFlag((mask & ImpactMask) && !(mask & InitialUpdateMask))) | |
| stream->writeInt(mImpactSound, PlayerData::ImpactBits); | |
| if (stream->writeFlag(mask & ActionMask && | |
| mActionAnimation.action != PlayerData::NullAnimation && | |
| mActionAnimation.action >= PlayerData::NumTableActionAnims)) { | |
| stream->writeInt(mActionAnimation.action,PlayerData::ActionAnimBits); | |
| stream->writeFlag(mActionAnimation.holdAtEnd); | |
| stream->writeFlag(mActionAnimation.atEnd); | |
| stream->writeFlag(mActionAnimation.firstPerson); | |
| if (!mActionAnimation.atEnd) { | |
| // If somewhere in middle on initial update, must send position- | |
| F32 where = mShapeInstance->getPos(mActionAnimation.thread); | |
| if (stream->writeFlag((mask & InitialUpdateMask) != 0 && where > 0)) | |
| stream->writeSignedFloat(where, 6); | |
| } | |
| } | |
| if (stream->writeFlag(mask & ActionMask && | |
| mArmAnimation.action != PlayerData::NullAnimation && | |
| (!(mask & InitialUpdateMask) || | |
| mArmAnimation.action != mDataBlock->lookAction))) { | |
| stream->writeInt(mArmAnimation.action,PlayerData::ActionAnimBits); | |
| } | |
| // The rest of the data is part of the control object packet update. | |
| // If we're controlled by this client, we don't need to send it. | |
| // we only need to send it if this is the initial update - in that case, | |
| // the client won't know this is the control object yet. | |
| if(stream->writeFlag(getControllingClient() == con && !(mask & InitialUpdateMask))) | |
| return(retMask); | |
| if (stream->writeFlag(mask & MoveMask)) | |
| { | |
| stream->writeFlag(mFalling); | |
| stream->writeInt(mState,NumStateBits); | |
| if (stream->writeFlag(mState == RecoverState)) | |
| stream->writeInt(mRecoverTicks,PlayerData::RecoverDelayBits); | |
| Point3F pos; | |
| getTransform().getColumn(3,&pos); | |
| stream->writeCompressedPoint(pos); | |
| F32 len = mVelocity.len(); | |
| if(stream->writeFlag(len > 0.02f)) | |
| { | |
| Point3F outVel = mVelocity; | |
| outVel *= 1.0f/len; | |
| stream->writeNormalVector(outVel, 10); | |
| len *= 32.0f; // 5 bits of fraction | |
| if(len > 8191) | |
| len = 8191; | |
| stream->writeInt((S32)len, 13); | |
| } | |
| stream->writeFloat(mRot.z / M_2PI_F, 7); | |
| stream->writeSignedFloat(mHead.x / mDataBlock->maxLookAngle, 6); | |
| stream->writeSignedFloat(mHead.z / mDataBlock->maxFreelookAngle, 6); | |
| delta.move.pack(stream); | |
| stream->writeFlag(!(mask & NoWarpMask)); | |
| } | |
| // Ghost need energy to predict reliably | |
| stream->writeFloat(getEnergyLevel() / mDataBlock->maxEnergy,EnergyLevelBits); | |
| return retMask; | |
| } | |
| void Player::unpackUpdate(NetConnection *con, BitStream *stream) | |
| { | |
| Parent::unpackUpdate(con,stream); | |
| if (stream->readFlag()) | |
| mImpactSound = stream->readInt(PlayerData::ImpactBits); | |
| // Server specified action animation | |
| if (stream->readFlag()) { | |
| U32 action = stream->readInt(PlayerData::ActionAnimBits); | |
| bool hold = stream->readFlag(); | |
| bool atEnd = stream->readFlag(); | |
| bool fsp = stream->readFlag(); | |
| F32 animPos = -1.0f; | |
| if (!atEnd && stream->readFlag()) | |
| animPos = stream->readSignedFloat(6); | |
| if (isProperlyAdded()) { | |
| setActionThread(action,true,hold,true,fsp); | |
| bool inDeath = inDeathAnim(); | |
| if (atEnd) | |
| { | |
| mShapeInstance->clearTransition(mActionAnimation.thread); | |
| mShapeInstance->setPos(mActionAnimation.thread, | |
| mActionAnimation.forward? 1: 0); | |
| if (inDeath) | |
| mDeath.lastPos = 1.0f; | |
| } | |
| else if (animPos > 0) { | |
| mShapeInstance->setPos(mActionAnimation.thread, animPos); | |
| if (inDeath) | |
| mDeath.lastPos = animPos; | |
| } | |
| // mMountPending suppresses tickDelay countdown so players will sit until | |
| // their mount, or another animation, comes through (or 13 seconds elapses). | |
| mMountPending = (S32) (inSittingAnim() ? sMountPendingTickWait : 0); | |
| } | |
| else { | |
| mActionAnimation.action = action; | |
| mActionAnimation.holdAtEnd = hold; | |
| mActionAnimation.atEnd = atEnd; | |
| mActionAnimation.firstPerson = fsp; | |
| } | |
| } | |
| // Server specified arm animation | |
| if (stream->readFlag()) { | |
| U32 action = stream->readInt(PlayerData::ActionAnimBits); | |
| if (isProperlyAdded()) | |
| setArmThread(action); | |
| else | |
| mArmAnimation.action = action; | |
| } | |
| // Done if controlled by client ( and not initial update ) | |
| if(stream->readFlag()) | |
| return; | |
| // MoveMask | |
| if (stream->readFlag()) { | |
| mPredictionCount = sMaxPredictionTicks; | |
| mFalling = stream->readFlag(); | |
| ActionState actionState = (ActionState)stream->readInt(NumStateBits); | |
| if (stream->readFlag()) { | |
| mRecoverTicks = stream->readInt(PlayerData::RecoverDelayBits); | |
| setState(actionState, mRecoverTicks); | |
| } | |
| else | |
| setState(actionState); | |
| Point3F pos,rot; | |
| stream->readCompressedPoint(&pos); | |
| F32 speed = mVelocity.len(); | |
| if(stream->readFlag()) | |
| { | |
| stream->readNormalVector(&mVelocity, 10); | |
| mVelocity *= stream->readInt(13) / 32.0f; | |
| } | |
| else | |
| { | |
| mVelocity.set(0.0f, 0.0f, 0.0f); | |
| } | |
| rot.y = rot.x = 0.0f; | |
| rot.z = stream->readFloat(7) * M_2PI_F; | |
| mHead.x = stream->readSignedFloat(6) * mDataBlock->maxLookAngle; | |
| mHead.z = stream->readSignedFloat(6) * mDataBlock->maxFreelookAngle; | |
| delta.move.unpack(stream); | |
| delta.head = mHead; | |
| delta.headVec.set(0.0f, 0.0f, 0.0f); | |
| if (stream->readFlag() && isProperlyAdded()) | |
| { | |
| // Determine number of ticks to warp based on the average | |
| // of the client and server velocities. | |
| delta.warpOffset = pos - delta.pos; | |
| F32 as = (speed + mVelocity.len()) * 0.5f * TickSec; | |
| F32 dt = (as > 0.00001f) ? delta.warpOffset.len() / as: sMaxWarpTicks; | |
| delta.warpTicks = (S32)((dt > sMinWarpTicks) ? getMax(mFloor(dt + 0.5f), 1.0f) : 0.0f); | |
| if (delta.warpTicks) | |
| { | |
| // Setup the warp to start on the next tick. | |
| if (delta.warpTicks > sMaxWarpTicks) | |
| delta.warpTicks = sMaxWarpTicks; | |
| delta.warpOffset /= (F32)delta.warpTicks; | |
| delta.rotOffset = rot - delta.rot; | |
| // Ignore small rotation differences | |
| if (mFabs(delta.rotOffset.z) < 0.001f) | |
| delta.rotOffset.z = 0; | |
| // Wrap rotation to +/-PI | |
| if(delta.rotOffset.z < - M_PI_F) | |
| delta.rotOffset.z += M_2PI_F; | |
| else if(delta.rotOffset.z > M_PI_F) | |
| delta.rotOffset.z -= M_2PI_F; | |
| delta.rotOffset /= (F32)delta.warpTicks; | |
| } | |
| else | |
| { | |
| // Going to skip the warp, server and client are real close. | |
| // Adjust the frame interpolation to move smoothly to the | |
| // new position within the current tick. | |
| Point3F cp = delta.pos + delta.posVec * delta.dt; | |
| if (delta.dt == 0) | |
| { | |
| delta.posVec.set(0.0f, 0.0f, 0.0f); | |
| delta.rotVec.set(0.0f, 0.0f, 0.0f); | |
| } | |
| else | |
| { | |
| F32 dti = 1.0f / delta.dt; | |
| delta.posVec = (cp - pos) * dti; | |
| delta.rotVec.z = mRot.z - rot.z; | |
| if(delta.rotVec.z > M_PI_F) | |
| delta.rotVec.z -= M_2PI_F; | |
| else if(delta.rotVec.z < -M_PI_F) | |
| delta.rotVec.z += M_2PI_F; | |
| delta.rotVec.z *= dti; | |
| } | |
| delta.pos = pos; | |
| delta.rot = rot; | |
| setPosition(pos,rot); | |
| } | |
| } | |
| else | |
| { | |
| // Set the player to the server position | |
| delta.pos = pos; | |
| delta.rot = rot; | |
| delta.posVec.set(0.0f, 0.0f, 0.0f); | |
| delta.rotVec.set(0.0f, 0.0f, 0.0f); | |
| delta.warpTicks = 0; | |
| delta.dt = 0.0f; | |
| setPosition(pos,rot); | |
| } | |
| } | |
| F32 energy = stream->readFloat(EnergyLevelBits) * mDataBlock->maxEnergy; | |
| setEnergyLevel(energy); | |
| } | |
| //---------------------------------------------------------------------------- | |
| DefineEngineMethod( Player, getPose, const char*, (),, | |
| "@brief Get the name of the player's current pose.\n\n" | |
| "The pose is one of the following:\n\n<ul>" | |
| "<li>Stand - Standard movement pose.</li>" | |
| "<li>Sprint - Sprinting pose.</li>" | |
| "<li>Crouch - Crouch pose.</li>" | |
| "<li>Prone - Prone pose.</li>" | |
| "<li>Swim - Swimming pose.</li></ul>\n" | |
| "@return The current pose; one of: \"Stand\", \"Sprint\", \"Crouch\", \"Prone\", \"Swim\"\n" ) | |
| { | |
| return object->getPoseName(); | |
| } | |
| DefineEngineMethod( Player, allowAllPoses, void, (),, | |
| "@brief Allow all poses a chance to occur.\n\n" | |
| "This method resets any poses that have manually been blocked from occuring. " | |
| "This includes the regular pose states such as sprinting, crouch, being prone " | |
| "and swimming. It also includes being able to jump and jet jump. While this " | |
| "is allowing these poses to occur it doesn't mean that they all can due to other " | |
| "conditions. We're just not manually blocking them from being allowed.\n" | |
| "@see allowJumping()\n" | |
| "@see allowJetJumping()\n" | |
| "@see allowSprinting()\n" | |
| "@see allowCrouching()\n" | |
| "@see allowProne()\n" | |
| "@see allowSwimming()\n" ) | |
| { | |
| object->allowAllPoses(); | |
| } | |
| DefineEngineMethod( Player, allowJumping, void, (bool state),, | |
| "@brief Set if the Player is allowed to jump.\n\n" | |
| "The default is to allow jumping unless there are other environmental concerns " | |
| "that prevent it. This method is mainly used to explicitly disallow jumping " | |
| "at any time.\n" | |
| "@param state Set to true to allow jumping, false to disable it.\n" | |
| "@see allowAllPoses()\n" ) | |
| { | |
| object->allowJumping(state); | |
| } | |
| DefineEngineMethod( Player, allowJetJumping, void, (bool state),, | |
| "@brief Set if the Player is allowed to jet jump.\n\n" | |
| "The default is to allow jet jumping unless there are other environmental concerns " | |
| "that prevent it. This method is mainly used to explicitly disallow jet jumping " | |
| "at any time.\n" | |
| "@param state Set to true to allow jet jumping, false to disable it.\n" | |
| "@see allowAllPoses()\n" ) | |
| { | |
| object->allowJetJumping(state); | |
| } | |
| DefineEngineMethod( Player, allowSprinting, void, (bool state),, | |
| "@brief Set if the Player is allowed to sprint.\n\n" | |
| "The default is to allow sprinting unless there are other environmental concerns " | |
| "that prevent it. This method is mainly used to explicitly disallow sprinting " | |
| "at any time.\n" | |
| "@param state Set to true to allow sprinting, false to disable it.\n" | |
| "@see allowAllPoses()\n" ) | |
| { | |
| object->allowSprinting(state); | |
| } | |
| DefineEngineMethod( Player, allowCrouching, void, (bool state),, | |
| "@brief Set if the Player is allowed to crouch.\n\n" | |
| "The default is to allow crouching unless there are other environmental concerns " | |
| "that prevent it. This method is mainly used to explicitly disallow crouching " | |
| "at any time.\n" | |
| "@param state Set to true to allow crouching, false to disable it.\n" | |
| "@see allowAllPoses()\n" ) | |
| { | |
| object->allowCrouching(state); | |
| } | |
| DefineEngineMethod( Player, allowProne, void, (bool state),, | |
| "@brief Set if the Player is allowed to go prone.\n\n" | |
| "The default is to allow being prone unless there are other environmental concerns " | |
| "that prevent it. This method is mainly used to explicitly disallow going prone " | |
| "at any time.\n" | |
| "@param state Set to true to allow being prone, false to disable it.\n" | |
| "@see allowAllPoses()\n" ) | |
| { | |
| object->allowProne(state); | |
| } | |
| DefineEngineMethod( Player, allowSwimming, void, (bool state),, | |
| "@brief Set if the Player is allowed to swim.\n\n" | |
| "The default is to allow swimming unless there are other environmental concerns " | |
| "that prevent it. This method is mainly used to explicitly disallow swimming " | |
| "at any time.\n" | |
| "@param state Set to true to allow swimming, false to disable it.\n" | |
| "@see allowAllPoses()\n" ) | |
| { | |
| object->allowSwimming(state); | |
| } | |
| //---------------------------------------------------------------------------- | |
| DefineEngineMethod( Player, getState, const char*, (),, | |
| "@brief Get the name of the player's current state.\n\n" | |
| "The state is one of the following:\n\n<ul>" | |
| "<li>Dead - The Player is dead.</li>" | |
| "<li>Mounted - The Player is mounted to an object such as a vehicle.</li>" | |
| "<li>Move - The Player is free to move. The usual state.</li>" | |
| "<li>Recover - The Player is recovering from a fall. See PlayerData::recoverDelay.</li></ul>\n" | |
| "@return The current state; one of: \"Dead\", \"Mounted\", \"Move\", \"Recover\"\n" ) | |
| { | |
| return object->getStateName(); | |
| } | |
| DefineEngineMethod( Player, getDamageLocation, const char*, ( Point3F pos ),, | |
| "@brief Get the named damage location and modifier for a given world position.\n\n" | |
| "the Player object can simulate different hit locations based on a pre-defined set " | |
| "of PlayerData defined percentages. These hit percentages divide up the Player's " | |
| "bounding box into different regions. The diagram below demonstrates how the various " | |
| "PlayerData properties split up the bounding volume:\n\n" | |
| "<img src=\"images/player_damageloc.png\">\n\n" | |
| "While you may pass in any world position and getDamageLocation() will provide a best-fit " | |
| "location, you should be aware that this can produce some interesting results. For example, " | |
| "any position that is above PlayerData::boxHeadPercentage will be considered a 'head' hit, even " | |
| "if the world position is high in the sky. Therefore it may be wise to keep the passed in point " | |
| "to somewhere on the surface of, or within, the Player's bounding volume.\n\n" | |
| "@note This method will not return an accurate location when the player is " | |
| "prone or swimming.\n\n" | |
| "@param pos A world position for which to retrieve a body region on this player.\n" | |
| "@return a string containing two words (space separated strings), where the " | |
| "first is a location and the second is a modifier.\n\n" | |
| "Posible locations:<ul>" | |
| "<li>head</li>" | |
| "<li>torso</li>" | |
| "<li>legs</li></ul>\n" | |
| "Head modifiers:<ul>" | |
| "<li>left_back</li>" | |
| "<li>middle_back</li>" | |
| "<li>right_back</li>" | |
| "<li>left_middle</li>" | |
| "<li>middle_middle</li>" | |
| "<li>right_middle</li>" | |
| "<li>left_front</li>" | |
| "<li>middle_front</li>" | |
| "<li>right_front</li></ul>\n" | |
| "Legs/Torso modifiers:<ul>" | |
| "<li>front_left</li>" | |
| "<li>front_right</li>" | |
| "<li>back_left</li>" | |
| "<li>back_right</li></ul>\n" | |
| "@see PlayerData::boxHeadPercentage\n" | |
| "@see PlayerData::boxHeadFrontPercentage\n" | |
| "@see PlayerData::boxHeadBackPercentage\n" | |
| "@see PlayerData::boxHeadLeftPercentage\n" | |
| "@see PlayerData::boxHeadRightPercentage\n" | |
| "@see PlayerData::boxTorsoPercentage\n" | |
| ) | |
| { | |
| const char *buffer1; | |
| const char *buffer2; | |
| object->getDamageLocation(pos, buffer1, buffer2); | |
| char *buff = Con::getReturnBuffer(128); | |
| dSprintf(buff, 128, "%s %s", buffer1, buffer2); | |
| return buff; | |
| } | |
| DefineEngineMethod( Player, setArmThread, bool, ( const char* name ),, | |
| "@brief Set the sequence that controls the player's arms (dynamically adjusted " | |
| "to match look direction).\n\n" | |
| "@param name Name of the sequence to play on the player's arms.\n" | |
| "@return true if successful, false if failed.\n" | |
| "@note By default the 'look' sequence is used, if available.\n") | |
| { | |
| return object->setArmThread( name ); | |
| } | |
| DefineEngineMethod( Player, setActionThread, bool, ( const char* name, bool hold, bool fsp ), ( false, true ), | |
| "@brief Set the main action sequence to play for this player.\n\n" | |
| "@param name Name of the action sequence to set\n" | |
| "@param hold Set to false to get a callback on the datablock when the sequence ends (PlayerData::animationDone()). " | |
| "When set to true no callback is made.\n" | |
| "@param fsp True if first person and none of the spine nodes in the shape should animate. False will allow the shape's " | |
| "spine nodes to animate.\n" | |
| "@return True if succesful, false if failed\n" | |
| "@note The spine nodes for the Player's shape are named as follows:\n\n<ul>" | |
| "<li>Bip01 Pelvis</li>" | |
| "<li>Bip01 Spine</li>" | |
| "<li>Bip01 Spine1</li>" | |
| "<li>Bip01 Spine2</li>" | |
| "<li>Bip01 Neck</li>" | |
| "<li>Bip01 Head</li></ul>\n\n" | |
| "You cannot use setActionThread() to have the Player play one of the motion " | |
| "determined action animation sequences. These sequences are chosen based on how " | |
| "the Player moves and the Player's current pose. The names of these sequences are:\n\n<ul>" | |
| "<li>root</li>" | |
| "<li>run</li>" | |
| "<li>side</li>" | |
| "<li>side_right</li>" | |
| "<li>crouch_root</li>" | |
| "<li>crouch_forward</li>" | |
| "<li>crouch_backward</li>" | |
| "<li>crouch_side</li>" | |
| "<li>crouch_right</li>" | |
| "<li>prone_root</li>" | |
| "<li>prone_forward</li>" | |
| "<li>prone_backward</li>" | |
| "<li>swim_root</li>" | |
| "<li>swim_forward</li>" | |
| "<li>swim_backward</li>" | |
| "<li>swim_left</li>" | |
| "<li>swim_right</li>" | |
| "<li>fall</li>" | |
| "<li>jump</li>" | |
| "<li>standjump</li>" | |
| "<li>land</li>" | |
| "<li>jet</li></ul>\n\n" | |
| "If the player moves in any direction then the animation sequence set using this " | |
| "method will be cancelled and the chosen mation-based sequence will take over. This makes " | |
| "great for times when the Player cannot move, such as when mounted, or when it doesn't matter " | |
| "if the action sequence changes, such as waving and saluting.\n" | |
| "@tsexample\n" | |
| "// Place the player in a sitting position after being mounted\n" | |
| "%player.setActionThread( \"sitting\", true, true );\n" | |
| "@endtsexample\n") | |
| { | |
| return object->setActionThread( name, hold, true, fsp); | |
| } | |
| DefineEngineMethod( Player, setControlObject, bool, ( ShapeBase* obj ),, | |
| "@brief Set the object to be controlled by this player\n\n" | |
| "It is possible to have the moves sent to the Player object from the " | |
| "GameConnection to be passed along to another object. This happens, for example " | |
| "when a player is mounted to a vehicle. The move commands pass through the Player " | |
| "and on to the vehicle (while the player remains stationary within the vehicle). " | |
| "With setControlObject() you can have the Player pass along its moves to any object. " | |
| "One possible use is for a player to move a remote controlled vehicle. In this case " | |
| "the player does not mount the vehicle directly, but still wants to be able to control it.\n" | |
| "@param obj Object to control with this player\n" | |
| "@return True if the object is valid, false if not\n" | |
| "@see getControlObject()\n" | |
| "@see clearControlObject()\n" | |
| "@see GameConnection::setControlObject()") | |
| { | |
| if (obj) { | |
| object->setControlObject(obj); | |
| return true; | |
| } | |
| else | |
| object->setControlObject(0); | |
| return false; | |
| } | |
| DefineEngineMethod( Player, getControlObject, S32, (),, | |
| "@brief Get the current object we are controlling.\n\n" | |
| "@return ID of the ShapeBase object we control, or 0 if not controlling an " | |
| "object.\n" | |
| "@see setControlObject()\n" | |
| "@see clearControlObject()") | |
| { | |
| ShapeBase* controlObject = object->getControlObject(); | |
| return controlObject ? controlObject->getId(): 0; | |
| } | |
| DefineEngineMethod( Player, clearControlObject, void, (),, | |
| "@brief Clears the player's current control object.\n\n" | |
| "Returns control to the player. This internally calls " | |
| "Player::setControlObject(0).\n" | |
| "@tsexample\n" | |
| "%player.clearControlObject();\n" | |
| "echo(%player.getControlObject()); //<-- Returns 0, player assumes control\n" | |
| "%player.setControlObject(%vehicle);\n" | |
| "echo(%player.getControlObject()); //<-- Returns %vehicle, player controls the vehicle now.\n" | |
| "@endtsexample\n" | |
| "@note If the player does not have a control object, the player will receive all moves " | |
| "from its GameConnection. If you're looking to remove control from the player itself " | |
| "(i.e. stop sending moves to the player) use GameConnection::setControlObject() to transfer " | |
| "control to another object, such as a camera.\n" | |
| "@see setControlObject()\n" | |
| "@see getControlObject()\n" | |
| "@see GameConnection::setControlObject()\n") | |
| { | |
| object->setControlObject(0); | |
| } | |
| DefineEngineMethod( Player, checkDismountPoint, bool, ( Point3F oldPos, Point3F pos ),, | |
| "@brief Check if it is safe to dismount at this position.\n\n" | |
| "Internally this method casts a ray from oldPos to pos to determine if it hits the " | |
| "terrain, an interior object, a water object, another player, a static shape, " | |
| "a vehicle (exluding the one currently mounted), or physical zone. If this ray " | |
| "is in the clear, then the player's bounding box is also checked for a collision at " | |
| "the pos position. If this displaced bounding box is also in the clear, then " | |
| "checkDismountPoint() returns true.\n" | |
| "@param oldPos The player's current position\n" | |
| "@param pos The dismount position to check\n" | |
| "@return True if the dismount position is clear, false if not\n" | |
| "@note The player must be already mounted for this method to not assert.\n") | |
| { | |
| MatrixF oldPosMat(true); | |
| oldPosMat.setColumn(3, oldPos); | |
| MatrixF posMat(true); | |
| posMat.setColumn(3, pos); | |
| return object->checkDismountPosition(oldPosMat, posMat); | |
| } | |
| DefineEngineMethod( Player, getNumDeathAnimations, S32, ( ),, | |
| "@brief Get the number of death animations available to this player.\n\n" | |
| "Death animations are assumed to be named death1-N using consecutive indices." ) | |
| { | |
| S32 count = 0; | |
| const PlayerData * db = dynamic_cast<PlayerData*>( object->getDataBlock() ); | |
| if ( db ) | |
| { | |
| for ( S32 i = 0; i < db->actionCount; i++ ) | |
| if ( db->actionList[i].death ) | |
| count++; | |
| } | |
| return count; | |
| } | |
| //---------------------------------------------------------------------------- | |
| void Player::consoleInit() | |
| { | |
| Con::addVariable("$player::renderMyPlayer",TypeBool, &sRenderMyPlayer, | |
| "@brief Determines if the player is rendered or not.\n\n" | |
| "Used on the client side to disable the rendering of all Player objects. This is " | |
| "mainly for the tools or debugging.\n" | |
| "@ingroup GameObjects\n"); | |
| Con::addVariable("$player::renderMyItems",TypeBool, &sRenderMyItems, | |
| "@brief Determines if mounted shapes are rendered or not.\n\n" | |
| "Used on the client side to disable the rendering of all Player mounted objects. This is " | |
| "mainly used for the tools or debugging.\n" | |
| "@ingroup GameObjects\n"); | |
| Con::addVariable("$player::renderCollision", TypeBool, &sRenderPlayerCollision, | |
| "@brief Determines if the player's collision mesh should be rendered.\n\n" | |
| "This is mainly used for the tools and debugging.\n" | |
| "@ingroup GameObjects\n"); | |
| Con::addVariable("$player::minWarpTicks",TypeF32,&sMinWarpTicks, | |
| "@brief Fraction of tick at which instant warp occures on the client.\n\n" | |
| "@ingroup GameObjects\n"); | |
| Con::addVariable("$player::maxWarpTicks",TypeS32,&sMaxWarpTicks, | |
| "@brief When a warp needs to occur due to the client being too far off from the server, this is the " | |
| "maximum number of ticks we'll allow the client to warp to catch up.\n\n" | |
| "@ingroup GameObjects\n"); | |
| Con::addVariable("$player::maxPredictionTicks",TypeS32,&sMaxPredictionTicks, | |
| "@brief Maximum number of ticks to predict on the client from the last known move obtained from the server.\n\n" | |
| "@ingroup GameObjects\n"); | |
| Con::addVariable("$player::maxImpulseVelocity", TypeF32, &sMaxImpulseVelocity, | |
| "@brief The maximum velocity allowed due to a single impulse.\n\n" | |
| "@ingroup GameObjects\n"); | |
| // Move triggers | |
| Con::addVariable("$player::jumpTrigger", TypeS32, &sJumpTrigger, | |
| "@brief The move trigger index used for player jumping.\n\n" | |
| "@ingroup GameObjects\n"); | |
| Con::addVariable("$player::crouchTrigger", TypeS32, &sCrouchTrigger, | |
| "@brief The move trigger index used for player crouching.\n\n" | |
| "@ingroup GameObjects\n"); | |
| Con::addVariable("$player::proneTrigger", TypeS32, &sProneTrigger, | |
| "@brief The move trigger index used for player prone pose.\n\n" | |
| "@ingroup GameObjects\n"); | |
| Con::addVariable("$player::sprintTrigger", TypeS32, &sSprintTrigger, | |
| "@brief The move trigger index used for player sprinting.\n\n" | |
| "@ingroup GameObjects\n"); | |
| Con::addVariable("$player::imageTrigger0", TypeS32, &sImageTrigger0, | |
| "@brief The move trigger index used to trigger mounted image 0.\n\n" | |
| "@ingroup GameObjects\n"); | |
| Con::addVariable("$player::imageTrigger1", TypeS32, &sImageTrigger1, | |
| "@brief The move trigger index used to trigger mounted image 1 or alternate fire " | |
| "on mounted image 0.\n\n" | |
| "@ingroup GameObjects\n"); | |
| Con::addVariable("$player::jumpJetTrigger", TypeS32, &sJumpJetTrigger, | |
| "@brief The move trigger index used for player jump jetting.\n\n" | |
| "@ingroup GameObjects\n"); | |
| Con::addVariable("$player::vehicleDismountTrigger", TypeS32, &sVehicleDismountTrigger, | |
| "@brief The move trigger index used to dismount player.\n\n" | |
| "@ingroup GameObjects\n"); | |
| // ExtendedMove support | |
| Con::addVariable("$player::extendedMoveHeadPosRotIndex", TypeS32, &smExtendedMoveHeadPosRotIndex, | |
| "@brief The ExtendedMove position/rotation index used for head movements.\n\n" | |
| "@ingroup GameObjects\n"); | |
| } | |
| //-------------------------------------------------------------------------- | |
| void Player::calcClassRenderData() | |
| { | |
| Parent::calcClassRenderData(); | |
| // If nothing is mounted do not perform the calculations below. Otherwise, | |
| // we'll end up with a bad ray cast as both nmat and smat will be the | |
| // Player's transform. | |
| MountedImage& image = mMountedImageList[0]; | |
| if (!image.dataBlock) | |
| { | |
| mWeaponBackFraction = 0.0f; | |
| return; | |
| } | |
| disableCollision(); | |
| MatrixF nmat; | |
| MatrixF smat; | |
| Parent::getRetractionTransform(0,&nmat); | |
| Parent::getImageTransform(0, &smat); | |
| // See if we are pushed into a wall... | |
| Point3F start, end; | |
| smat.getColumn(3, &start); | |
| nmat.getColumn(3, &end); | |
| RayInfo rinfo; | |
| if (getContainer()->castRay(start, end, sCollisionMoveMask & ~(WaterObjectType|PhysicalZoneObjectType|MarkerObjectType), &rinfo)) { | |
| if (rinfo.t < 1.0f) | |
| mWeaponBackFraction = 1.0f - rinfo.t; | |
| else | |
| mWeaponBackFraction = 0.0f; | |
| } else { | |
| mWeaponBackFraction = 0.0f; | |
| } | |
| enableCollision(); | |
| } | |
| //----------------------------------------------------------------------------- | |
| void Player::playFootstepSound( bool triggeredLeft, Material* contactMaterial, SceneObject* contactObject ) | |
| { | |
| MatrixF footMat = getTransform(); | |
| if( mWaterCoverage > 0.0 ) | |
| { | |
| // Treading water. | |
| if ( mWaterCoverage < mDataBlock->footSplashHeight ) | |
| SFX->playOnce( mDataBlock->sound[ PlayerData::FootShallowSplash ], &footMat ); | |
| else | |
| { | |
| if ( mWaterCoverage < 1.0 ) | |
| SFX->playOnce( mDataBlock->sound[ PlayerData::FootWading ], &footMat ); | |
| else | |
| { | |
| if ( triggeredLeft ) | |
| { | |
| SFX->playOnce( mDataBlock->sound[ PlayerData::FootUnderWater ], &footMat ); | |
| SFX->playOnce( mDataBlock->sound[ PlayerData::FootBubbles ], &footMat ); | |
| } | |
| } | |
| } | |
| } | |
| else if( contactMaterial && contactMaterial->mFootstepSoundCustom ) | |
| { | |
| // Footstep sound defined on material. | |
| SFX->playOnce( contactMaterial->mFootstepSoundCustom, &footMat ); | |
| } | |
| else | |
| { | |
| // Play default sound. | |
| S32 sound = -1; | |
| if( contactMaterial && contactMaterial->mFootstepSoundId != -1 ) | |
| sound = contactMaterial->mFootstepSoundId; | |
| else if( contactObject && contactObject->getTypeMask() & VehicleObjectType ) | |
| sound = 2; | |
| switch ( sound ) | |
| { | |
| case 0: // Soft | |
| SFX->playOnce( mDataBlock->sound[PlayerData::FootSoft], &footMat ); | |
| break; | |
| case 1: // Hard | |
| SFX->playOnce( mDataBlock->sound[PlayerData::FootHard], &footMat ); | |
| break; | |
| case 2: // Metal | |
| SFX->playOnce( mDataBlock->sound[PlayerData::FootMetal], &footMat ); | |
| break; | |
| case 3: // Snow | |
| SFX->playOnce( mDataBlock->sound[PlayerData::FootSnow], &footMat ); | |
| break; | |
| /* | |
| default: //Hard | |
| SFX->playOnce( mDataBlock->sound[PlayerData::FootHard], &footMat ); | |
| break; | |
| */ | |
| } | |
| } | |
| } | |
| void Player:: playImpactSound() | |
| { | |
| if( mWaterCoverage == 0.0f ) | |
| { | |
| Point3F pos; | |
| RayInfo rInfo; | |
| MatrixF mat = getTransform(); | |
| mat.mulP(Point3F(mDataBlock->decalOffset,0.0f,0.0f), &pos); | |
| if( gClientContainer.castRay( Point3F( pos.x, pos.y, pos.z + 0.01f ), | |
| Point3F( pos.x, pos.y, pos.z - 2.0f ), | |
| STATIC_COLLISION_TYPEMASK | VehicleObjectType, | |
| &rInfo ) ) | |
| { | |
| Material* material = ( rInfo.material ? dynamic_cast< Material* >( rInfo.material->getMaterial() ) : 0 ); | |
| if( material && material->mImpactSoundCustom ) | |
| SFX->playOnce( material->mImpactSoundCustom, &getTransform() ); | |
| else | |
| { | |
| S32 sound = -1; | |
| if( material && material->mImpactSoundId ) | |
| sound = material->mImpactSoundId; | |
| else if( rInfo.object->getTypeMask() & VehicleObjectType ) | |
| sound = 2; // Play metal; | |
| switch( sound ) | |
| { | |
| case 0: | |
| //Soft | |
| SFX->playOnce( mDataBlock->sound[ PlayerData::ImpactSoft ], &getTransform() ); | |
| break; | |
| case 1: | |
| //Hard | |
| SFX->playOnce( mDataBlock->sound[ PlayerData::ImpactHard ], &getTransform() ); | |
| break; | |
| case 2: | |
| //Metal | |
| SFX->playOnce( mDataBlock->sound[ PlayerData::ImpactMetal ], &getTransform() ); | |
| break; | |
| case 3: | |
| //Snow | |
| SFX->playOnce( mDataBlock->sound[ PlayerData::ImpactSnow ], &getTransform() ); | |
| break; | |
| /* | |
| default: | |
| //Hard | |
| alxPlay(mDataBlock->sound[PlayerData::ImpactHard], &getTransform()); | |
| break; | |
| */ | |
| } | |
| } | |
| } | |
| } | |
| mImpactSound = 0; | |
| } | |
| //-------------------------------------------------------------------------- | |
| // Update splash | |
| //-------------------------------------------------------------------------- | |
| void Player::updateSplash() | |
| { | |
| F32 speed = getVelocity().len(); | |
| if( speed < mDataBlock->splashVelocity || isMounted() ) return; | |
| Point3F curPos = getPosition(); | |
| if ( curPos.equal( mLastPos ) ) | |
| return; | |
| if (pointInWater( curPos )) { | |
| if (!pointInWater( mLastPos )) { | |
| Point3F norm = getVelocity(); | |
| norm.normalize(); | |
| // make sure player is moving vertically at good pace before playing splash | |
| F32 splashAng = mDataBlock->splashAngle / 360.0; | |
| if( mDot( norm, Point3F(0.0, 0.0, -1.0) ) < splashAng ) | |
| return; | |
| RayInfo rInfo; | |
| if (gClientContainer.castRay(mLastPos, curPos, | |
| WaterObjectType, &rInfo)) { | |
| createSplash( rInfo.point, speed ); | |
| mBubbleEmitterTime = 0.0; | |
| } | |
| } | |
| } | |
| } | |
| //-------------------------------------------------------------------------- | |
| void Player::updateFroth( F32 dt ) | |
| { | |
| // update bubbles | |
| Point3F moveDir = getVelocity(); | |
| mBubbleEmitterTime += dt; | |
| if (mBubbleEmitterTime < mDataBlock->bubbleEmitTime) { | |
| if (mSplashEmitter[PlayerData::BUBBLE_EMITTER]) { | |
| Point3F emissionPoint = getRenderPosition(); | |
| U32 emitNum = PlayerData::BUBBLE_EMITTER; | |
| mSplashEmitter[emitNum]->emitParticles(mLastPos, emissionPoint, | |
| Point3F( 0.0, 0.0, 1.0 ), moveDir, (U32)(dt * 1000.0)); | |
| } | |
| } | |
| Point3F contactPoint; | |
| if (!collidingWithWater(contactPoint)) { | |
| mLastWaterPos = mLastPos; | |
| return; | |
| } | |
| F32 speed = moveDir.len(); | |
| if ( speed < mDataBlock->splashVelEpsilon ) | |
| speed = 0.0; | |
| U32 emitRate = (U32) (speed * mDataBlock->splashFreqMod * dt); | |
| // If we're in the water, swimming, but not | |
| // moving, then lets emit some particles because | |
| // we're treading water. | |
| if ( mSwimming && speed == 0.0 ) | |
| { | |
| emitRate = (U32) (2.0f * mDataBlock->splashFreqMod * dt); | |
| } | |
| U32 i; | |
| for ( i=0; i<PlayerData::BUBBLE_EMITTER; i++ ) { | |
| if (mSplashEmitter[i] ) | |
| mSplashEmitter[i]->emitParticles( mLastWaterPos, | |
| contactPoint, Point3F( 0.0, 0.0, 1.0 ), | |
| moveDir, emitRate ); | |
| } | |
| mLastWaterPos = contactPoint; | |
| } | |
| void Player::updateWaterSounds(F32 dt) | |
| { | |
| if ( mWaterCoverage < 1.0f || mDamageState != Enabled ) | |
| { | |
| // Stop everything | |
| if ( mMoveBubbleSound ) | |
| mMoveBubbleSound->stop(); | |
| if ( mWaterBreathSound ) | |
| mWaterBreathSound->stop(); | |
| return; | |
| } | |
| if ( mMoveBubbleSound ) | |
| { | |
| // We're under water and still alive, so let's play something | |
| if ( mVelocity.len() > 1.0f ) | |
| { | |
| if ( !mMoveBubbleSound->isPlaying() ) | |
| mMoveBubbleSound->play(); | |
| mMoveBubbleSound->setTransform( getTransform() ); | |
| } | |
| else | |
| mMoveBubbleSound->stop(); | |
| } | |
| if ( mWaterBreathSound ) | |
| { | |
| if ( !mWaterBreathSound->isPlaying() ) | |
| mWaterBreathSound->play(); | |
| mWaterBreathSound->setTransform( getTransform() ); | |
| } | |
| } | |
| //-------------------------------------------------------------------------- | |
| // Returns true if player is intersecting a water surface | |
| //-------------------------------------------------------------------------- | |
| bool Player::collidingWithWater( Point3F &waterHeight ) | |
| { | |
| if ( !mCurrentWaterObject ) | |
| return false; | |
| Point3F curPos = getPosition(); | |
| if ( mWorldBox.maxExtents.z < mLiquidHeight ) | |
| return false; | |
| curPos.z = mLiquidHeight; | |
| waterHeight = getPosition(); | |
| waterHeight.z = mLiquidHeight; | |
| return true; | |
| } | |
| //-------------------------------------------------------------------------- | |
| void Player::createSplash( Point3F &pos, F32 speed ) | |
| { | |
| if ( speed >= mDataBlock->hardSplashSoundVel ) | |
| SFX->playOnce( mDataBlock->sound[PlayerData::ImpactWaterHard], &getTransform() ); | |
| else if ( speed >= mDataBlock->medSplashSoundVel ) | |
| SFX->playOnce( mDataBlock->sound[PlayerData::ImpactWaterMedium], &getTransform() ); | |
| else | |
| SFX->playOnce( mDataBlock->sound[PlayerData::ImpactWaterEasy], &getTransform() ); | |
| if( mDataBlock->splash ) | |
| { | |
| MatrixF trans = getTransform(); | |
| trans.setPosition( pos ); | |
| Splash *splash = new Splash; | |
| splash->onNewDataBlock( mDataBlock->splash, false ); | |
| splash->setTransform( trans ); | |
| splash->setInitialState( trans.getPosition(), Point3F( 0.0, 0.0, 1.0 ) ); | |
| if (!splash->registerObject()) | |
| delete splash; | |
| } | |
| } | |
| bool Player::isControlObject() | |
| { | |
| GameConnection* connection = GameConnection::getConnectionToServer(); | |
| if( !connection ) return false; | |
| ShapeBase *obj = dynamic_cast<ShapeBase*>(connection->getControlObject()); | |
| return ( obj == this ); | |
| } | |
| void Player::prepRenderImage( SceneRenderState* state ) | |
| { | |
| bool renderPlayer = true; | |
| bool renderItems = true; | |
| /* | |
| if ( mPhysicsRep && Con::getBoolVariable("$PhysicsPlayer::DebugRender",false) ) | |
| { | |
| ObjectRenderInst *ri = state->getRenderPass()->allocInst<ObjectRenderInst>(); | |
| ri->renderDelegate.bind( mPhysicsRep, &PhysicsPlayer::renderDebug ); | |
| ri->objectIndex = -1; | |
| ri->type = RenderPassManager::RIT_Editor; | |
| state->getRenderPass()->addInst( ri ); | |
| } | |
| */ | |
| // Debug rendering for all convexes in the Players working list. | |
| if ( sRenderPlayerCollision ) | |
| { | |
| ObjectRenderInst *ri = state->getRenderPass()->allocInst<ObjectRenderInst>(); | |
| ri->renderDelegate.bind( this, &Player::renderConvex ); | |
| ri->objectIndex = -1; | |
| ri->type = RenderPassManager::RIT_Editor; | |
| state->getRenderPass()->addInst( ri ); | |
| } | |
| GameConnection* connection = GameConnection::getConnectionToServer(); | |
| if( connection && connection->getControlObject() == this && connection->isFirstPerson() ) | |
| { | |
| // If we're first person and we are not rendering the player | |
| // then disable all shadow rendering... a floating gun shadow sucks. | |
| if ( state->isShadowPass() && !mDataBlock->renderFirstPerson && !mDataBlock->firstPersonShadows ) | |
| return; | |
| renderPlayer = mDataBlock->renderFirstPerson || !state->isDiffusePass(); | |
| if( !sRenderMyPlayer ) | |
| renderPlayer = false; | |
| if( !sRenderMyItems ) | |
| renderItems = false; | |
| } | |
| // Call the protected base class to do the work | |
| // now that we know if we're rendering the player | |
| // and mounted shapes. | |
| return ShapeBase::_prepRenderImage( state, | |
| renderPlayer, | |
| renderItems ); | |
| } | |
| void Player::renderConvex( ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance *overrideMat ) | |
| { | |
| GFX->enterDebugEvent( ColorI(255,0,255), "Player_renderConvex" ); | |
| mConvex.renderWorkingList(); | |
| GFX->leaveDebugEvent(); | |
| } |